2843 lines
78 KiB
C++
2843 lines
78 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "..\cgame\cg_local.h"
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#include "Q3_Interface.h"
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#include "wp_saber.h"
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#include "g_icarus.h"
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#ifdef _DEBUG
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#include <float.h>
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#endif //_DEBUG
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#define SLOWDOWN_DIST 128.0f
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#define MIN_NPC_SPEED 16.0f
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern void G_MaintainFormations(gentity_t *self);
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extern void BG_CalculateOffsetAngles( gentity_t *ent, usercmd_t *ucmd );//in bg_pangles.cpp
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extern void TryUse( gentity_t *ent );
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern void ScoreBoardReset(void);
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extern void WP_SaberReflectCheck( gentity_t *self, usercmd_t *ucmd );
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extern void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd );
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extern void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd );
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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 );
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extern void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin, vec3_t dir );
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extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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extern qboolean PM_AdjustAnglesToGripper( gentity_t *gent, usercmd_t *cmd );
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extern qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
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extern qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly );
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extern qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd );
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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 );
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extern qboolean PM_SaberInAttack( int move );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean PM_InRoll( playerState_t *ps );
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extern void PM_CmdForRoll( int anim, usercmd_t *pCmd );
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extern qboolean PM_CrouchAnim( int anim );
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extern qboolean PM_FlippingAnim( int anim );
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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 );
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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;
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extern qboolean player_locked;
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extern qboolean stop_icarus;
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extern cvar_t *g_spskill;
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void ClientEndPowerUps( gentity_t *ent );
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int G_FindLookItem( gentity_t *self )
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{
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//FIXME: should be a more intelligent way of doing this, like auto aim?
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//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
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gentity_t *ent;
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int bestEntNum = ENTITYNUM_NONE;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t center, mins, maxs, fwdangles, forward, dir;
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int i, e;
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float radius = 256;
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float rating, bestRating = 0.0f;
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//FIXME: no need to do this in 1st person?
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fwdangles[1] = self->client->ps.viewangles[1];
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AngleVectors( fwdangles, forward, NULL, NULL );
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VectorCopy( self->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = center[i] - radius;
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maxs[i] = center[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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if ( !numListedEntities )
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{
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return ENTITYNUM_NONE;
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}
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = entityList[ e ];
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if ( !ent->item )
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{
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continue;
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}
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if ( ent->s.eFlags&EF_NODRAW )
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{
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continue;
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}
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if ( (ent->spawnflags&4/*ITMSF_MONSTER*/) )
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{//NPCs only
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continue;
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}
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if ( !BG_CanItemBeGrabbed( &ent->s, &self->client->ps ) )
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{//don't need it
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continue;
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}
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if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
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{//not even potentially visible
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continue;
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}
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if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
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{//can't see him
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continue;
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}
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//rate him based on how close & how in front he is
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VectorSubtract( ent->currentOrigin, center, dir );
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rating = (1.0f-(VectorNormalize( dir )/radius));
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rating *= DotProduct( forward, dir );
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if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == INV_SECURITY_KEY1 )
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{//security keys are of the highest importance
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rating *= 2.0f;
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}
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if ( rating > bestRating )
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{
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bestEntNum = ent->s.number;
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bestRating = rating;
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}
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}
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return bestEntNum;
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}
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qboolean G_ClearViewEntity( gentity_t *ent )
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{
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if ( !ent->client->ps.viewEntity )
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return qfalse;
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if ( &g_entities[ent->client->ps.viewEntity] )
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{
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g_entities[ent->client->ps.viewEntity].svFlags &= ~SVF_BROADCAST;
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}
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ent->client->ps.viewEntity = 0;
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return qtrue;
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}
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void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity )
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{
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if ( !self || !self->client || !viewEntity )
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{
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return;
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}
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if ( self->s.number == 0 && cg.zoomMode )
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{
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// yeah, it should really toggle them so it plays the end sound....
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cg.zoomMode = 0;
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}
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//clear old one first
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G_ClearViewEntity( self );
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//set new one
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self->client->ps.viewEntity = viewEntity->s.number;
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viewEntity->svFlags |= SVF_BROADCAST;
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}
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qboolean G_ValidateLookEnemy( gentity_t *self, gentity_t *enemy )
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{
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if ( !enemy )
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{
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return qfalse;
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}
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if ( enemy->flags&FL_NOTARGET )
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{
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return qfalse;
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}
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if ( !enemy || enemy == self || !enemy->inuse )
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{
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return qfalse;
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}
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if ( !enemy->client || !enemy->NPC )
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{//not valid
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if ( (enemy->svFlags&SVF_NONNPC_ENEMY)
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&& enemy->s.weapon == WP_TURRET
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&& enemy->noDamageTeam != self->client->playerTeam
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&& enemy->health > 0 )
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{//a turret
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return qtrue;
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}
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return qfalse;
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}
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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
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{//corpse, been dead too long or too out of sight to be interesting
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if ( !enemy->message )
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{
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return qfalse;
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}
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}
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if ( enemy->client->playerTeam == self->client->playerTeam )
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{//on same team
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return qfalse;
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}
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if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
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&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
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{//(not in front or not clear LOS) & greater than 256 away
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return qfalse;
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}
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//LOS?
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return qtrue;
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}
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void G_ChooseLookEnemy( gentity_t *self, usercmd_t *ucmd )
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{
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//FIXME: should be a more intelligent way of doing this, like auto aim?
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//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
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gentity_t *ent, *bestEnt = NULL;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities;
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vec3_t center, mins, maxs, fwdangles, forward, dir;
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int i, e;
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float radius = 256;
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float rating, bestRating = 0.0f;
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//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 );
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VectorCopy( self->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = center[i] - radius;
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maxs[i] = center[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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if ( !numListedEntities )
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{//should we clear the enemy?
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return;
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}
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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ent = entityList[ e ];
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if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
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{//not even potentially visible
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continue;
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}
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if ( !G_ValidateLookEnemy( self, ent ) )
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{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
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continue;
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}
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if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
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{//can't see him
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continue;
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}
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//rate him based on how close & how in front he is
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VectorSubtract( ent->currentOrigin, center, dir );
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rating = (1.0f-(VectorNormalize( dir )/radius));
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rating *= DotProduct( forward, dir )+1.0f;
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if ( ent->health <= 0 )
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{
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if ( (ucmd->buttons&BUTTON_ATTACK) || (ucmd->buttons&BUTTON_ALT_ATTACK) )
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{//if attacking, don't consider dead enemies
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continue;
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}
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if ( ent->message )
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{//keyholder
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rating *= 0.5f;
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}
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else
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{
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rating *= 0.1f;
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}
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}
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if ( ent->s.weapon == WP_SABER )
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{
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rating *= 2.0f;
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}
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if ( ent->enemy == self )
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{//he's mad at me, he's more important
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rating *= 2.0f;
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}
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else if ( ent->NPC && ent->NPC->blockedSpeechDebounceTime > level.time - 6000 )
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{//he's detected me, he's more important
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if ( ent->NPC->blockedSpeechDebounceTime > level.time + 4000 )
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{
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rating *= 1.5f;
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}
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else
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{//from 1.0f to 1.5f
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rating += rating * ((float)(ent->NPC->blockedSpeechDebounceTime-level.time) + 6000.0f)/20000.0f;
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}
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}
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/*
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if ( g_crosshairEntNum == ent && !self->enemy )
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{//we don't have an enemy and we are aiming at this guy
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rading *= 2.0f;
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}
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*/
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if ( rating > bestRating )
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{
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bestEnt = ent;
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bestRating = rating;
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}
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}
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if ( bestEnt )
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{
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self->enemy = bestEnt;
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}
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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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{
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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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}
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else
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{
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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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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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int waterlevel;
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if ( ent->client->noclip )
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{
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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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//
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// check for drowning
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//
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if ( waterlevel == 3 && !(ent->watertype&CONTENTS_LADDER) )
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{
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if ( ent->client->NPC_class == CLASS_SWAMPTROOPER )
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{//they have air tanks
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ent->client->airOutTime = level.time + 12000; // don't need air
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ent->damage = 2;
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}
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else if ( ent->client->airOutTime < level.time)
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{// if out of air, start drowning
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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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{
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G_AddEvent( ent, EV_WATER_DROWN, 0 );
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}
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else
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{
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G_AddEvent( ent, Q_irand(EV_WATER_GURP1, EV_WATER_GURP2), 0 );
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}
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// don't play a normal pain sound
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ent->painDebounceTime = 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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}
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else
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{
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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->painDebounceTime < level.time ) {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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15*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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1, 0, MOD_SLIME);
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}
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}
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}
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// Poisoned?
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if ((ent->client->poisonDamage) && (ent->client->poisonTime < level.time))
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{
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ent->client->poisonDamage -= 2;
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ent->client->poisonTime = level.time + 1000;
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G_Damage( ent, NULL, NULL, 0, 0, 2, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR, MOD_UNKNOWN );//FIXME: MOD_POISON?
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if (ent->client->poisonDamage<0)
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{
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ent->client->poisonDamage = 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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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->s.loopSound = G_SoundIndex("sound/weapons/stasis/electricloop.wav");
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// else
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// ent->s.loopSound = 0;
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}
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//==============================================================
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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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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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}
|
|
else
|
|
{
|
|
VectorCopy( self->s.pos.trDelta, velocity );
|
|
if ( self->s.pos.trType == TR_GRAVITY )
|
|
{
|
|
velocity[2] -= 0.25f * g_gravity->value;
|
|
}
|
|
if( !self->mass )
|
|
{
|
|
my_mass = 1;
|
|
}
|
|
else if ( self->mass <= 10 )
|
|
{
|
|
my_mass = 10;
|
|
}
|
|
else
|
|
{
|
|
my_mass = self->mass;///10;
|
|
}
|
|
}
|
|
|
|
magnitude = VectorLength( velocity ) * my_mass / 50;
|
|
|
|
if ( !self->client || self->client->ps.lastOnGround+300<level.time || ( self->client->ps.lastOnGround+100 < level.time ) )
|
|
{
|
|
vec3_t dir1, dir2;
|
|
float force = 0, dot;
|
|
|
|
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)) )
|
|
{//glass and thin breakable brushes (axially aligned only, unfortunately) take more impact damage
|
|
magnitude *= 2;
|
|
}
|
|
|
|
//damage them
|
|
if ( magnitude >= 100 && other->s.number < ENTITYNUM_WORLD )
|
|
{
|
|
VectorCopy( velocity, dir1 );
|
|
VectorNormalize( dir1 );
|
|
if( VectorCompare( other->currentOrigin, vec3_origin ) )
|
|
{//a brush with no origin
|
|
VectorCopy ( dir1, dir2 );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( other->currentOrigin, self->currentOrigin, dir2 );
|
|
VectorNormalize( dir2 );
|
|
}
|
|
|
|
dot = DotProduct( dir1, dir2 );
|
|
|
|
if ( dot >= 0.2 )
|
|
{
|
|
force = dot;
|
|
}
|
|
else
|
|
{
|
|
force = 0;
|
|
}
|
|
|
|
force *= (magnitude/50);
|
|
|
|
int cont = gi.pointcontents( other->absmax, other->s.number );
|
|
if( (cont&CONTENTS_WATER) )//|| (self.classname=="barrel"&&self.aflag))//FIXME: or other watertypes
|
|
{
|
|
force /= 3; //water absorbs 2/3 velocity
|
|
}
|
|
|
|
if ( self->NPC && other->s.number == ENTITYNUM_WORLD )
|
|
{//NPCs take less damage
|
|
force /= 2;
|
|
}
|
|
|
|
/*
|
|
if(self.frozen>0&&force>10)
|
|
force=10;
|
|
*/
|
|
|
|
if( ( force >= 1 && other->s.number != 0 ) || force >= 10)
|
|
{
|
|
/*
|
|
dprint("Damage other (");
|
|
dprint(loser.classname);
|
|
dprint("): ");
|
|
dprint(ftos(force));
|
|
dprint("\n");
|
|
*/
|
|
if ( other->svFlags & SVF_GLASS_BRUSH )
|
|
{
|
|
other->splashRadius = (float)(self->maxs[0] - self->mins[0])/4.0f;
|
|
}
|
|
|
|
if ( self->forcePushTime > level.time - 1000//was force pushed/pulled in the last 1600 milliseconds
|
|
&& self->forcePuller == other->s.number )//hit the person who pushed/pulled me
|
|
{//ignore the impact
|
|
}
|
|
else if ( other->takedamage )
|
|
{
|
|
if ( !self->client || !other->s.number || !other->client )
|
|
{//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player
|
|
G_Damage( other, self, self, velocity, self->currentOrigin, force, DAMAGE_NO_ARMOR, MOD_IMPACT );
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( other, self, self, self->currentOrigin, force, MOD_IMPACT );
|
|
//Hmm, maybe knockdown?
|
|
G_Throw( other, dir2, force );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Hmm, maybe knockdown?
|
|
G_Throw( other, dir2, force );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( damageSelf && self->takedamage )
|
|
{
|
|
//Now damage me
|
|
//FIXME: more lenient falling damage, especially for when driving a vehicle
|
|
if ( self->client && self->client->ps.forceJumpZStart )
|
|
{//we were force-jumping
|
|
if ( self->currentOrigin[2] >= self->client->ps.forceJumpZStart )
|
|
{//we landed at same height or higher than we landed
|
|
magnitude = 0;
|
|
}
|
|
else
|
|
{//FIXME: take off some of it, at least?
|
|
magnitude = (self->client->ps.forceJumpZStart-self->currentOrigin[2])/3;
|
|
}
|
|
}
|
|
//if(self.classname!="monster_mezzoman"&&self.netname!="spider")//Cats always land on their feet
|
|
if( ( magnitude >= 100 + self->health && self->s.number != 0 && self->s.weapon != WP_SABER ) || ( magnitude >= 700 ) )//&& self.safe_time < level.time ))//health here is used to simulate structural integrity
|
|
{
|
|
if ( (self->s.weapon == WP_SABER || self->s.number == 0) && self->client && self->client->ps.groundEntityNum < ENTITYNUM_NONE && magnitude < 1000 )
|
|
{//players and jedi take less impact damage
|
|
//allow for some lenience on high falls
|
|
magnitude /= 2;
|
|
/*
|
|
if ( self.absorb_time >= time )//crouching on impact absorbs 1/2 the damage
|
|
{
|
|
magnitude/=2;
|
|
}
|
|
*/
|
|
}
|
|
magnitude /= 40;
|
|
magnitude = magnitude - force/2;//If damage other, subtract half of that damage off of own injury
|
|
if ( magnitude >= 1 )
|
|
{
|
|
//FIXME: Put in a thingtype impact sound function
|
|
/*
|
|
dprint("Damage self (");
|
|
dprint(self.classname);
|
|
dprint("): ");
|
|
dprint(ftos(magnitude));
|
|
dprint("\n");
|
|
*/
|
|
/*
|
|
if ( self.classname=="player_sheep "&& self.flags&FL_ONGROUND && self.velocity_z > -50 )
|
|
return;
|
|
*/
|
|
if ( self->NPC && self->s.weapon == WP_SABER )
|
|
{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
|
|
magnitude = 0;
|
|
}
|
|
G_Damage( self, NULL, NULL, NULL, self->currentOrigin, magnitude/2, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT
|
|
}
|
|
}
|
|
}
|
|
|
|
//FIXME: slow my velocity some?
|
|
|
|
self->lastImpact = level.time;
|
|
|
|
/*
|
|
if(self.flags&FL_ONGROUND)
|
|
self.last_onground=time;
|
|
*/
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientImpacts
|
|
==============
|
|
*/
|
|
void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
|
|
int i, j;
|
|
trace_t trace;
|
|
gentity_t *other;
|
|
|
|
memset( &trace, 0, sizeof( trace ) );
|
|
for (i=0 ; i<pm->numtouch ; i++) {
|
|
for (j=0 ; j<i ; j++) {
|
|
if (pm->touchents[j] == pm->touchents[i] ) {
|
|
break;
|
|
}
|
|
}
|
|
if (j != i) {
|
|
continue; // duplicated
|
|
}
|
|
other = &g_entities[ pm->touchents[i] ];
|
|
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) { // last check unneccessary
|
|
GEntity_TouchFunc( ent, other, &trace );
|
|
}
|
|
|
|
if ( other->e_TouchFunc == touchF_NULL ) { // not needed, but I'll leave it I guess (cache-hit issues)
|
|
continue;
|
|
}
|
|
GEntity_TouchFunc( other, ent, &trace );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_TouchTriggersLerped
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
|
|
This version checks at 6 unit steps between last and current origins
|
|
============
|
|
*/
|
|
void G_TouchTriggersLerped( gentity_t *ent ) {
|
|
int i, num;
|
|
float dist, curDist = 0;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t end, mins, maxs, diff;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
qboolean touched[MAX_GENTITIES];
|
|
qboolean done = qfalse;
|
|
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// dead NPCs don't activate triggers!
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
if ( ent->s.number )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
for ( int j = 0; j < 3; j++ )
|
|
{
|
|
assert( !_isnan(ent->currentOrigin[j]));
|
|
assert( !_isnan(ent->lastOrigin[j]));
|
|
}
|
|
#endif// _DEBUG
|
|
VectorSubtract( ent->currentOrigin, ent->lastOrigin, diff );
|
|
dist = VectorNormalize( diff );
|
|
|
|
memset (touched, qfalse, sizeof(touched) );
|
|
|
|
for ( curDist = 0; !done && ent->maxs[1]>0; curDist += (float)ent->maxs[1]/2.0f )
|
|
{
|
|
if ( curDist >= dist )
|
|
{
|
|
VectorCopy( ent->currentOrigin, end );
|
|
done = qtrue;
|
|
}
|
|
else
|
|
{
|
|
VectorMA( ent->lastOrigin, curDist, diff, end );
|
|
}
|
|
VectorSubtract( end, range, mins );
|
|
VectorAdd( end, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( end, ent->mins, mins );
|
|
VectorAdd( end, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
hit = touch[i];
|
|
|
|
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
|
|
continue;
|
|
}
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( touched[i] == qtrue ) {
|
|
continue;//already touched this move
|
|
}
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
if ( Q_stricmp( "trigger_teleport", hit->classname ) || !(hit->spawnflags&16/*TTSF_DEAD_OK*/) )
|
|
{//dead clients can only touch tiogger_teleports that are marked as touchable
|
|
continue;
|
|
}
|
|
}
|
|
// use seperate code for determining if an item is picked up
|
|
// so you don't have to actually contact its bounding box
|
|
/*
|
|
if ( hit->s.eType == ET_ITEM ) {
|
|
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
|
|
continue;
|
|
}
|
|
} else */
|
|
{
|
|
if ( !gi.EntityContact( mins, maxs, hit ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
touched[i] = qtrue;
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL ) {
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
|
|
//WTF? Why would a trigger ever fire off the NPC's touch func??!!!
|
|
/*
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
|
|
GEntity_TouchFunc( ent, hit, &trace );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_TouchTriggers
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
============
|
|
*/
|
|
void G_TouchTriggers( gentity_t *ent ) {
|
|
int i, num;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t mins, maxs;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
|
|
if ( !ent->client ) {
|
|
return;
|
|
}
|
|
|
|
// dead clients don't activate triggers!
|
|
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( ent->client->ps.origin, range, mins );
|
|
VectorAdd( ent->client->ps.origin, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( ent->client->ps.origin, ent->mins, mins );
|
|
VectorAdd( ent->client->ps.origin, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
hit = touch[i];
|
|
|
|
if ( (hit->e_TouchFunc == touchF_NULL) && (ent->e_TouchFunc == touchF_NULL) ) {
|
|
continue;
|
|
}
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) ) {
|
|
continue;
|
|
}
|
|
|
|
// use seperate code for determining if an item is picked up
|
|
// so you don't have to actually contact its bounding box
|
|
/*
|
|
if ( hit->s.eType == ET_ITEM ) {
|
|
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
|
|
continue;
|
|
}
|
|
} else */
|
|
{
|
|
if ( !gi.EntityContact( mins, maxs, hit ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL ) {
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
|
|
if ( ( ent->NPC != NULL ) && ( ent->e_TouchFunc != touchF_NULL ) ) {
|
|
GEntity_TouchFunc( ent, hit, &trace );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
G_MoverTouchTriggers
|
|
|
|
Find all trigger entities that ent's current position touches.
|
|
Spectators will only interact with teleporters.
|
|
============
|
|
*/
|
|
void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
|
|
{
|
|
int i, num;
|
|
float step, stepSize, dist;
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
trace_t trace;
|
|
vec3_t mins, maxs, dir, size, checkSpot;
|
|
const vec3_t range = { 40, 40, 52 };
|
|
|
|
// non-moving movers don't hit triggers!
|
|
if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( ent->mins, ent->maxs, size );
|
|
stepSize = VectorLength( size );
|
|
if ( stepSize < 1 )
|
|
{
|
|
stepSize = 1;
|
|
}
|
|
|
|
VectorSubtract( ent->currentOrigin, oldOrg, dir );
|
|
dist = VectorNormalize( dir );
|
|
for ( step = 0; step <= dist; step += stepSize )
|
|
{
|
|
VectorMA( ent->currentOrigin, step, dir, checkSpot );
|
|
VectorSubtract( checkSpot, range, mins );
|
|
VectorAdd( checkSpot, range, maxs );
|
|
|
|
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
// can't use ent->absmin, because that has a one unit pad
|
|
VectorAdd( checkSpot, ent->mins, mins );
|
|
VectorAdd( checkSpot, ent->maxs, maxs );
|
|
|
|
for ( i=0 ; i<num ; i++ )
|
|
{
|
|
hit = touch[i];
|
|
|
|
if ( hit->s.eType != ET_PUSH_TRIGGER )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( hit->e_TouchFunc == touchF_NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( !( hit->contents & CONTENTS_TRIGGER ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
if ( !gi.EntityContact( mins, maxs, hit ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
memset( &trace, 0, sizeof(trace) );
|
|
|
|
if ( hit->e_TouchFunc != touchF_NULL )
|
|
{
|
|
GEntity_TouchFunc(hit, ent, &trace);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_MatchPlayerWeapon( gentity_t *ent )
|
|
{
|
|
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 )
|
|
{
|
|
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 )
|
|
{
|
|
//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;
|
|
}
|
|
else
|
|
{
|
|
G_CreateG2AttachedWeaponModel( ent, weaponData[newWeap].weaponMdl );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
=================
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean G_CheckClampUcmd( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
qboolean overridAngles = qfalse;
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
overridAngles = (PM_AdjustAnglesForKnockdown( ent, ucmd, qfalse )?qtrue:overridAngles);
|
|
|
|
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
|
|
//FIXME: base on difficulty
|
|
ucmd->buttons = 0;
|
|
}
|
|
else
|
|
{
|
|
ucmd->buttons &= ~(ucmd->buttons&~BUTTON_ATTACK);
|
|
}
|
|
overridAngles = (PM_AdjustAnglesForSaberLock( ent, ucmd )?qtrue:overridAngles);
|
|
if ( ent->NPC )
|
|
{
|
|
VectorClear( ent->client->ps.moveDir );
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_LUNGE )
|
|
{//can't move during lunge
|
|
ucmd->rightmove = ucmd->upmove = 0;
|
|
if ( ent->client->ps.legsAnimTimer > 500 )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_JUMP_T__B_ )
|
|
{//can't move during leap
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//hit the ground
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
ucmd->rightmove = ucmd->upmove = 0;
|
|
}
|
|
|
|
if ( ent->client->ps.saberMove == LS_A_BACK || ent->client->ps.saberMove == LS_A_BACK_CR
|
|
|| ent->client->ps.saberMove == LS_A_BACKSTAB )
|
|
{//can't move or turn during back attacks
|
|
ucmd->forwardmove = ucmd->rightmove = 0;
|
|
if ( (overridAngles = (PM_AdjustAnglesForBackAttack( ent, ucmd )?qtrue:overridAngles)) == qtrue )
|
|
{
|
|
//pull back the view
|
|
if ( !ent->s.number )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float backDist = 0;
|
|
if ( elapsedTime < animLength/2.0f )
|
|
{//starting anim
|
|
backDist = (elapsedTime/animLength)*120.0f;
|
|
}
|
|
else
|
|
{//ending anim
|
|
backDist = ((animLength-elapsedTime)/animLength)*120.0f;
|
|
}
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK1
|
|
|| ent->client->ps.torsoAnim == BOTH_WALL_FLIP_BACK2 )
|
|
{
|
|
//pull back the view
|
|
if ( !ent->s.number )
|
|
{
|
|
float animLength = PM_AnimLength( ent->client->clientInfo.animFileIndex, (animNumber_t)ent->client->ps.torsoAnim );
|
|
float elapsedTime = (float)(animLength-ent->client->ps.legsAnimTimer);
|
|
float backDist = 0;
|
|
if ( elapsedTime < animLength/2.0f )
|
|
{//starting anim
|
|
backDist = (elapsedTime/animLength)*120.0f;
|
|
}
|
|
else
|
|
{//ending anim
|
|
backDist = ((animLength-elapsedTime)/animLength)*120.0f;
|
|
}
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = cg_thirdPersonRange.value+backDist;
|
|
}
|
|
}
|
|
else if ( !ent->s.number )
|
|
{
|
|
if ( ent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
cg.overrides.active &= ~CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = 0;
|
|
}
|
|
}
|
|
|
|
|
|
if ( PM_InRoll( &ent->client->ps ) )
|
|
{
|
|
PM_CmdForRoll( ent->client->ps.legsAnim, ucmd );
|
|
ent->client->ps.speed = 400;
|
|
}
|
|
|
|
if ( PM_InCartwheel( ent->client->ps.legsAnim ) )
|
|
{//can't keep moving in cartwheel
|
|
ucmd->forwardmove = ucmd->rightmove = ucmd->upmove = 0;
|
|
switch ( ent->client->ps.legsAnim )
|
|
{
|
|
case BOTH_ARIAL_LEFT:
|
|
case BOTH_CARTWHEEL_LEFT:
|
|
ucmd->rightmove = -127;
|
|
break;
|
|
case BOTH_ARIAL_RIGHT:
|
|
case BOTH_CARTWHEEL_RIGHT:
|
|
ucmd->rightmove = 127;
|
|
break;
|
|
case BOTH_ARIAL_F1:
|
|
ucmd->forwardmove = 127;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
overridAngles = (PM_AdjustAngleForWallRun( ent, ucmd, qtrue )?qtrue:overridAngles);
|
|
|
|
return overridAngles;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
ent->owner->s.loopSound = 0;
|
|
|
|
ExitEmplacedWeapon( ent );
|
|
(*ucmd)->buttons &= ~BUTTON_USE;
|
|
|
|
G_Sound( ent, G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" ));
|
|
}
|
|
else
|
|
{
|
|
// 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 );
|
|
}
|
|
|
|
// 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;
|
|
|
|
if ( ent->health <= 0 )
|
|
{
|
|
ExitEmplacedWeapon( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
// yes... so stop skipping...
|
|
void G_StopCinematicSkip( void )
|
|
{
|
|
gi.cvar_set("skippingCinematic", "0");
|
|
gi.cvar_set("timescale", "1");
|
|
}
|
|
|
|
void G_StartCinematicSkip( void )
|
|
{
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClientThink
|
|
|
|
This will be called once for each client frame, which will
|
|
usually be a couple times for each server frame on fast clients.
|
|
|
|
==============
|
|
*/
|
|
|
|
extern int G_FindLocalInterestPoint( gentity_t *self );
|
|
void ClientThink_real( gentity_t *ent, usercmd_t *ucmd )
|
|
{
|
|
gclient_t *client;
|
|
pmove_t pm;
|
|
vec3_t oldOrigin;
|
|
int oldEventSequence;
|
|
int msec;
|
|
qboolean inSpinFlipAttack = PM_AdjustAnglesForSpinningFlip( ent, ucmd, qfalse );
|
|
|
|
//Don't let the player do anything if in a camera
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
extern cvar_t *g_skippingcin;
|
|
|
|
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
G_UpdateEmplacedWeaponData( ent );
|
|
RunEmplacedWeapon( ent, &ucmd );
|
|
}
|
|
if ( ent->client->ps.saberLockTime > level.time && ent->client->ps.saberLockEnemy != ENTITYNUM_NONE )
|
|
{
|
|
NPC_SetLookTarget( ent, ent->client->ps.saberLockEnemy, level.time+1000 );
|
|
}
|
|
if ( ent->client->renderInfo.lookTargetClearTime < level.time && ent->health > 0 )//NOTE: here this is used as a debounce, not an actual timer
|
|
{//NOTE: doesn't keep updating to nearest enemy once you're dead
|
|
int newLookTarget;
|
|
if ( !G_ValidateLookEnemy( ent, ent->enemy ) )
|
|
{
|
|
ent->enemy = NULL;
|
|
}
|
|
//FIXME: make this a little prescient?
|
|
G_ChooseLookEnemy( ent, ucmd );
|
|
if ( ent->enemy )
|
|
{//target
|
|
newLookTarget = ent->enemy->s.number;
|
|
//so we don't change our minds in the next 1 second
|
|
ent->client->renderInfo.lookTargetClearTime = level.time+1000;
|
|
ent->client->renderInfo.lookMode = LM_ENT;
|
|
}
|
|
else
|
|
{//no target
|
|
//FIXME: what about sightalerts and missiles?
|
|
newLookTarget = ENTITYNUM_NONE;
|
|
newLookTarget = G_FindLocalInterestPoint( ent );
|
|
if ( newLookTarget != ENTITYNUM_NONE )
|
|
{//found something of interest
|
|
ent->client->renderInfo.lookMode = LM_INTEREST;
|
|
}
|
|
else
|
|
{//okay, no interesting things and no enemies, so look for items
|
|
newLookTarget = G_FindLookItem( ent );
|
|
ent->client->renderInfo.lookMode = LM_ENT;
|
|
}
|
|
}
|
|
if ( ent->client->renderInfo.lookTarget != newLookTarget )
|
|
{//transitioning
|
|
NPC_SetLookTarget( ent, newLookTarget, level.time+1000 );
|
|
}
|
|
}
|
|
if ( in_camera )
|
|
{
|
|
// watch the code here, you MUST "return" within this IF(), *unless* you're stopping the cinematic skip.
|
|
//
|
|
if ( ClientCinematicThink(ent->client) )
|
|
{
|
|
if (g_skippingcin->integer) // already doing cinematic skip?
|
|
{// yes... so stop skipping...
|
|
G_StopCinematicSkip();
|
|
}
|
|
else
|
|
{// no... so start skipping...
|
|
G_StartCinematicSkip();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else if ( ent->client->ps.vehicleModel != 0 && ent->health > 0 )
|
|
{
|
|
float speed;
|
|
speed = VectorLength( ent->client->ps.velocity );
|
|
if ( speed && ent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
int diff = AngleNormalize180(SHORT2ANGLE(ucmd->angles[YAW]+ent->client->ps.delta_angles[YAW]) - floor(ent->client->ps.viewangles[YAW]));
|
|
int slide = floor(((float)(diff))/120.0f*-127.0f);
|
|
|
|
if ( (slide > 0 && ucmd->rightmove >= 0) || ((slide < 0 && ucmd->rightmove <= 0)) )
|
|
{//note: don't want these to conflict right now because that seems to feel really weird
|
|
//gi.Printf( "slide %i, diff %i, yaw %i\n", slide, diff, ucmd->angles[YAW] );
|
|
ucmd->rightmove += slide;
|
|
}
|
|
|
|
if ( ucmd->rightmove > 64 )
|
|
{
|
|
ucmd->rightmove = 64;
|
|
}
|
|
else if ( ucmd->rightmove < -64 )
|
|
{
|
|
ucmd->rightmove = -64;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ucmd->rightmove = 0;
|
|
ucmd->angles[PITCH] = 0;
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_skippingcin->integer )
|
|
{//We're skipping the cinematic and it's over now
|
|
gi.cvar_set("timescale", "1");
|
|
gi.cvar_set("skippingCinematic", "0");
|
|
}
|
|
if ( ent->client->ps.pm_type == PM_DEAD && cg.missionStatusDeadTime < level.time )
|
|
{//mission status screen is up because player is dead, stop all scripts
|
|
if (Q_stricmpn(level.mapname,"_holo",5)) {
|
|
stop_icarus = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// // Don't allow the player to adjust the pitch when they are in third person overhead cam.
|
|
//extern vmCvar_t cg_thirdPerson;
|
|
// if ( cg_thirdPerson.integer == 2 )
|
|
// {
|
|
// ucmd->angles[PITCH] = 0;
|
|
// }
|
|
|
|
if ( cg.zoomMode == 2 )
|
|
{
|
|
// Any kind of movement when the player is NOT ducked when the disruptor gun is zoomed will cause us to auto-magically un-zoom
|
|
if ( ( (ucmd->forwardmove||ucmd->rightmove)
|
|
&& ucmd->upmove >= 0 //crouching-moving is ok
|
|
&& !(ucmd->buttons&BUTTON_USE)/*leaning is ok*/
|
|
)
|
|
|| ucmd->upmove > 0 //jumping not allowed
|
|
)
|
|
{
|
|
// already zooming, so must be wanting to turn it off
|
|
G_Sound( ent, G_SoundIndex( "sound/weapons/disruptor/zoomend.wav" ));
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
cg.zoomLocked = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( (player_locked || (ent->client->ps.eFlags&EF_FORCE_GRIPPED)) && ent->client->ps.pm_type < PM_DEAD ) // unless dead
|
|
{//lock out player control
|
|
if ( !player_locked )
|
|
{
|
|
VectorClear( ucmd->angles );
|
|
}
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
ucmd->buttons = 0;
|
|
ucmd->upmove = 0;
|
|
PM_AdjustAnglesToGripper( ent, ucmd );
|
|
}
|
|
if ( ent->client->ps.leanofs )
|
|
{//no shooting while leaning
|
|
ucmd->buttons &= ~BUTTON_ATTACK;
|
|
if ( ent->client->ps.weapon != WP_DISRUPTOR )
|
|
{//can still zoom around corners
|
|
ucmd->buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
G_UpdateEmplacedWeaponData( ent );
|
|
}
|
|
if ( player && player->client && player->client->ps.viewEntity == ent->s.number )
|
|
{
|
|
int sav_weapon = ucmd->weapon;
|
|
memcpy( ucmd, &player->client->usercmd, sizeof( usercmd_t ) );
|
|
ucmd->weapon = sav_weapon;
|
|
}
|
|
G_NPCMunroMatchPlayerWeapon( ent );
|
|
}
|
|
if ( ent->client )
|
|
{
|
|
if ( ent->client->NPC_class == CLASS_GONK ||
|
|
ent->client->NPC_class == CLASS_MOUSE ||
|
|
ent->client->NPC_class == CLASS_R2D2 ||
|
|
ent->client->NPC_class == CLASS_R5D2 )
|
|
{//no jumping or strafing in these guys
|
|
ucmd->upmove = ucmd->rightmove = 0;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_ATST )
|
|
{//no jumping in atst
|
|
if (ent->client->ps.pm_type != PM_NOCLIP)
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//ATST crushed anything underneath it
|
|
gentity_t *under = &g_entities[ent->client->ps.groundEntityNum];
|
|
if ( under && under->health && under->takedamage )
|
|
{
|
|
vec3_t down = {0,0,-1};
|
|
//FIXME: we'll be doing traces down from each foot, so we'll have a real impact origin
|
|
G_Damage( under, ent, ent, down, under->currentOrigin, 100, 0, MOD_CRUSH );
|
|
}
|
|
//so they know to run like hell when I get close
|
|
//FIXME: project this in the direction I'm moving?
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{//not so often...
|
|
AddSoundEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER );
|
|
AddSightEvent( ent, ent->currentOrigin, ent->maxs[1]*5, AEL_DANGER, 100 );
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->client->ps.groundEntityNum < ENTITYNUM_WORLD && !ent->client->ps.forceJumpCharge )
|
|
{//standing on an entity and not currently force jumping
|
|
gentity_t *groundEnt = &g_entities[ent->client->ps.groundEntityNum];
|
|
if ( groundEnt &&
|
|
groundEnt->client &&
|
|
groundEnt->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
groundEnt->health > 0 &&
|
|
!PM_InRoll( &groundEnt->client->ps )
|
|
&& !(groundEnt->client->ps.eFlags&EF_LOCKED_TO_WEAPON)
|
|
&& !inSpinFlipAttack )
|
|
{//landed on a live client who is on the ground, jump off them and knock them down
|
|
if ( ent->health > 0 )
|
|
{
|
|
if ( !PM_InRoll( &ent->client->ps )
|
|
&& !PM_FlippingAnim( ent->client->ps.legsAnim ) )
|
|
{
|
|
if ( ent->s.number && ent->s.weapon == WP_SABER )
|
|
{
|
|
ent->client->ps.forceJumpCharge = 320;//FIXME: calc this intelligently?
|
|
}
|
|
else if ( !ucmd->upmove )
|
|
{//if not ducking (which should cause a roll), then jump
|
|
ucmd->upmove = 127;
|
|
}
|
|
if ( !ucmd->forwardmove && !ucmd->rightmove )
|
|
{// If not moving, don't want to jump straight up
|
|
//FIXME: trace for clear di?
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
else if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
ucmd->forwardmove = -127;
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
ucmd->rightmove = 127;
|
|
}
|
|
else
|
|
{
|
|
ucmd->rightmove = -127;
|
|
}
|
|
}
|
|
if ( !ent->s.number && ucmd->upmove < 0 )
|
|
{//player who should roll- force it
|
|
int rollAnim = BOTH_ROLL_F;
|
|
if ( ucmd->forwardmove >= 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_F;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_B;
|
|
}
|
|
else if ( ucmd->rightmove > 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_R;
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{
|
|
rollAnim = BOTH_ROLL_L;
|
|
}
|
|
NPC_SetAnim(ent,SETANIM_BOTH,rollAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
G_AddEvent( ent, EV_ROLL, 0 );
|
|
ent->client->ps.saberMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//a corpse? Shit
|
|
ent->clipmask &= ~CONTENTS_BODY;
|
|
}
|
|
//FIXME: need impact sound event
|
|
GEntity_PainFunc( groundEnt, ent, ent, groundEnt->currentOrigin, 0, MOD_CRUSH );
|
|
if ( groundEnt->client->NPC_class == CLASS_DESANN && ent->client->NPC_class != CLASS_LUKE )
|
|
{//can't knock down desann unless you're luke
|
|
//FIXME: should he smack you away like Galak Mech?
|
|
}
|
|
else if ( ((groundEnt->s.number||(!Q_irand( 0, 3 )&&cg.renderingThirdPerson&&!cg.zoomMode))&&groundEnt->client->playerTeam != ent->client->playerTeam) || ent->client->NPC_class == CLASS_DESANN )
|
|
{
|
|
int knockAnim = BOTH_KNOCKDOWN1;
|
|
if ( PM_CrouchAnim( groundEnt->client->ps.legsAnim ) )
|
|
{//knockdown from crouch
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{
|
|
vec3_t gEFwd, gEAngles = {0,groundEnt->client->ps.viewangles[YAW],0};
|
|
AngleVectors( gEAngles, gEFwd, NULL, NULL );
|
|
if ( DotProduct( ent->client->ps.velocity, gEFwd ) > 50 )
|
|
{//pushing him forward
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
}
|
|
NPC_SetAnim( groundEnt, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
client = ent->client;
|
|
|
|
// mark the time, so the connection sprite can be removed
|
|
client->lastCmdTime = level.time;
|
|
client->pers.lastCommand = *ucmd;
|
|
|
|
// sanity check the command time to prevent speedup cheating
|
|
if ( ucmd->serverTime > level.time + 200 )
|
|
{
|
|
ucmd->serverTime = level.time + 200;
|
|
}
|
|
if ( ucmd->serverTime < level.time - 1000 )
|
|
{
|
|
ucmd->serverTime = level.time - 1000;
|
|
}
|
|
|
|
msec = ucmd->serverTime - client->ps.commandTime;
|
|
if ( msec < 1 )
|
|
{
|
|
msec = 1;
|
|
}
|
|
if ( msec > 200 )
|
|
{
|
|
msec = 200;
|
|
}
|
|
|
|
// check for inactivity timer, but never drop the local client of a non-dedicated server
|
|
if ( !ClientInactivityTimer( client ) )
|
|
return;
|
|
|
|
if ( client->noclip )
|
|
{
|
|
client->ps.pm_type = PM_NOCLIP;
|
|
}
|
|
else if ( client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
client->ps.pm_type = PM_DEAD;
|
|
}
|
|
else
|
|
{
|
|
client->ps.pm_type = PM_NORMAL;
|
|
}
|
|
|
|
//FIXME: if global gravity changes this should update everyone's personal gravity...
|
|
if ( !(ent->svFlags & SVF_CUSTOM_GRAVITY) )
|
|
{
|
|
client->ps.gravity = g_gravity->value;
|
|
}
|
|
|
|
// set speed
|
|
if ( ent->NPC != NULL )
|
|
{//we don't actually scale the ucmd, we use actual speeds
|
|
if ( ent->NPC->combatMove == qfalse )
|
|
{
|
|
if ( !(ucmd->buttons & BUTTON_USE) )
|
|
{//Not leaning
|
|
qboolean Flying = (ucmd->upmove && ent->NPC->stats.moveType == MT_FLYSWIM);
|
|
qboolean Climbing = (ucmd->upmove && ent->watertype&CONTENTS_LADDER );
|
|
|
|
client->ps.friction = 6;
|
|
|
|
if ( ucmd->forwardmove || ucmd->rightmove || Flying )
|
|
{
|
|
//if ( ent->NPC->behaviorState != BS_FORMATION )
|
|
{//In - Formation NPCs set thier desiredSpeed themselves
|
|
if ( ucmd->buttons & BUTTON_WALKING )
|
|
{
|
|
ent->NPC->desiredSpeed = NPC_GetWalkSpeed( ent );//ent->NPC->stats.walkSpeed;
|
|
}
|
|
else//running
|
|
{
|
|
ent->NPC->desiredSpeed = NPC_GetRunSpeed( ent );//ent->NPC->stats.runSpeed;
|
|
}
|
|
|
|
if ( ent->NPC->currentSpeed >= 80 )
|
|
{//At higher speeds, need to slow down close to stuff
|
|
//Slow down as you approach your goal
|
|
// if ( ent->NPC->distToGoal < SLOWDOWN_DIST && client->race != RACE_BORG && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128
|
|
if ( ent->NPC->distToGoal < SLOWDOWN_DIST && !(ent->NPC->aiFlags&NPCAI_NO_SLOWDOWN) )//128
|
|
{
|
|
if ( ent->NPC->desiredSpeed > MIN_NPC_SPEED )
|
|
{
|
|
float slowdownSpeed = ((float)ent->NPC->desiredSpeed) * ent->NPC->distToGoal / SLOWDOWN_DIST;
|
|
|
|
ent->NPC->desiredSpeed = ceil(slowdownSpeed);
|
|
if ( ent->NPC->desiredSpeed < MIN_NPC_SPEED )
|
|
{//don't slow down too much
|
|
ent->NPC->desiredSpeed = MIN_NPC_SPEED;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( Climbing )
|
|
{
|
|
ent->NPC->desiredSpeed = ent->NPC->stats.walkSpeed;
|
|
}
|
|
else
|
|
{//We want to stop
|
|
ent->NPC->desiredSpeed = 0;
|
|
}
|
|
|
|
NPC_Accelerate( ent, qfalse, qfalse );
|
|
|
|
if ( ent->NPC->currentSpeed <= 24 && ent->NPC->desiredSpeed < ent->NPC->currentSpeed )
|
|
{//No-one walks this slow
|
|
client->ps.speed = ent->NPC->currentSpeed = 0;//Full stop
|
|
ucmd->forwardmove = 0;
|
|
ucmd->rightmove = 0;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->NPC->currentSpeed <= ent->NPC->stats.walkSpeed )
|
|
{//Play the walkanim
|
|
ucmd->buttons |= BUTTON_WALKING;
|
|
}
|
|
else
|
|
{
|
|
ucmd->buttons &= ~BUTTON_WALKING;
|
|
}
|
|
|
|
if ( ent->NPC->currentSpeed > 0 )
|
|
{//We should be moving
|
|
if ( Climbing || Flying )
|
|
{
|
|
if ( !ucmd->upmove )
|
|
{//We need to force them to take a couple more steps until stopped
|
|
ucmd->upmove = ent->NPC->last_ucmd.upmove;//was last_upmove;
|
|
}
|
|
}
|
|
else if ( !ucmd->forwardmove && !ucmd->rightmove )
|
|
{//We need to force them to take a couple more steps until stopped
|
|
ucmd->forwardmove = ent->NPC->last_ucmd.forwardmove;//was last_forwardmove;
|
|
ucmd->rightmove = ent->NPC->last_ucmd.rightmove;//was last_rightmove;
|
|
}
|
|
}
|
|
|
|
client->ps.speed = ent->NPC->currentSpeed;
|
|
if ( player && player->client && player->client->ps.viewEntity == ent->s.number )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
//Slow down on turns - don't orbit!!!
|
|
float turndelta = 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;
|
|
}
|
|
|
|
if ( turndelta < 0.75f )
|
|
{
|
|
client->ps.speed = 0;
|
|
}
|
|
else if ( ent->NPC->distToGoal < 100 && turndelta < 1.0 )
|
|
{//Turn is greater than 45 degrees or closer than 100 to goal
|
|
client->ps.speed = floor(((float)(client->ps.speed))*turndelta);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->desiredSpeed = ( ucmd->buttons & BUTTON_WALKING ) ? NPC_GetWalkSpeed( ent ) : NPC_GetRunSpeed( ent );
|
|
|
|
client->ps.speed = ent->NPC->desiredSpeed;
|
|
}
|
|
}
|
|
else
|
|
{//Client sets ucmds and such for speed alterations
|
|
if ( ent->client->ps.vehicleModel != 0 && ent->health > 0 )
|
|
{
|
|
if ( client->ps.speed || client->ps.groundEntityNum == ENTITYNUM_NONE || ucmd->forwardmove > 0 || ucmd->upmove > 0)
|
|
{
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
client->ps.speed += 20;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
if ( client->ps.speed > 800 )
|
|
{
|
|
client->ps.speed -= 20;
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed -= 5;
|
|
}
|
|
}
|
|
else
|
|
{//accelerate to cruising speed only, otherwise, just coast
|
|
if ( client->ps.speed < 800 )
|
|
{
|
|
client->ps.speed += 10;
|
|
if ( client->ps.speed > 800 )
|
|
{
|
|
client->ps.speed = 800;
|
|
}
|
|
}
|
|
}
|
|
ucmd->forwardmove = 127;
|
|
}
|
|
else
|
|
{
|
|
if ( ucmd->forwardmove < 0 )
|
|
{
|
|
ucmd->forwardmove = 0;
|
|
}
|
|
if ( ucmd->upmove < 0 )
|
|
{
|
|
ucmd->upmove = 0;
|
|
}
|
|
ucmd->rightmove = 0;
|
|
}
|
|
|
|
if ( client->ps.speed > 3000 )
|
|
{
|
|
client->ps.speed = 3000;
|
|
}
|
|
else if ( client->ps.speed < 0 )
|
|
{
|
|
client->ps.speed = 0;
|
|
}
|
|
|
|
if ( client->ps.speed < 800 )
|
|
{
|
|
client->ps.gravity = (800 - client->ps.speed)/4;
|
|
}
|
|
else
|
|
{
|
|
client->ps.gravity = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
/*if ( !ent->s.number && ent->painDebounceTime>level.time )
|
|
{
|
|
client->ps.speed *= 0.25f;
|
|
}
|
|
else */if ( PM_SaberInAttack( ent->client->ps.saberMove ) && ucmd->forwardmove < 0 )
|
|
{//if running backwards while attacking, don't run as fast.
|
|
switch( client->ps.saberAnimLevel )
|
|
{
|
|
case FORCE_LEVEL_1:
|
|
client->ps.speed *= 0.75f;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
client->ps.speed *= 0.60f;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
client->ps.speed *= 0.45f;
|
|
break;
|
|
}
|
|
}
|
|
else if ( PM_SpinningSaberAnim( client->ps.legsAnim ) )
|
|
{
|
|
client->ps.speed *= 0.5f;
|
|
}
|
|
else if ( client->ps.weapon == WP_SABER && ( ucmd->buttons & BUTTON_ATTACK ) )
|
|
{//if attacking with saber while running, drop your speed
|
|
//FIXME: should be weaponTime? Or in certain anims?
|
|
switch( client->ps.saberAnimLevel )
|
|
{
|
|
case FORCE_LEVEL_2:
|
|
client->ps.speed *= 0.85f;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
client->ps.speed *= 0.70f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( client->NPC_class == CLASS_ATST && client->ps.legsAnim == BOTH_RUN1START )
|
|
{//HACK: when starting to move as atst, ramp up speed
|
|
//float animLength = PM_AnimLength( client->clientInfo.animFileIndex, (animNumber_t)client->ps.legsAnim);
|
|
//client->ps.speed *= ( animLength - client->ps.legsAnimTimer)/animLength;
|
|
if ( client->ps.legsAnimTimer > 100 )
|
|
{
|
|
client->ps.speed = 0;
|
|
}
|
|
}
|
|
|
|
//Apply forced movement
|
|
if ( client->forced_forwardmove )
|
|
{
|
|
ucmd->forwardmove = client->forced_forwardmove;
|
|
if ( !client->ps.speed )
|
|
{
|
|
if ( ent->NPC != NULL )
|
|
{
|
|
client->ps.speed = ent->NPC->stats.runSpeed;
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( client->forced_rightmove )
|
|
{
|
|
ucmd->rightmove = client->forced_rightmove;
|
|
if ( !client->ps.speed )
|
|
{
|
|
if ( ent->NPC != NULL )
|
|
{
|
|
client->ps.speed = ent->NPC->stats.runSpeed;
|
|
}
|
|
else
|
|
{
|
|
client->ps.speed = g_speed->value;//default is 320
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ucmd->forwardmove < 0 && !(ucmd->buttons&BUTTON_WALKING) && client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//running backwards is slower than running forwards
|
|
client->ps.speed *= 0.75;
|
|
}
|
|
|
|
//FIXME: need to do this before check to avoid walls and cliffs (or just cliffs?)
|
|
BG_AddPushVecToUcmd( ent, ucmd );
|
|
|
|
G_CheckClampUcmd( ent, ucmd );
|
|
|
|
if ( ucmd->buttons&BUTTON_BLOCKING )
|
|
{//blocking with saber
|
|
ent->client->ps.saberBlockingTime = level.time + FRAMETIME;
|
|
}
|
|
WP_ForcePowersUpdate( ent, ucmd );
|
|
//if we have the saber in hand, check for starting a block to reflect shots
|
|
WP_SaberStartMissileBlockCheck( ent, ucmd );
|
|
// Update the position of the saber, and check to see if we're throwing it
|
|
|
|
if ( client->ps.saberEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
int updates = 1;
|
|
if ( ent->NPC )
|
|
{
|
|
updates = 3;//simulate player update rate?
|
|
}
|
|
for ( int update = 0; update < updates; update++ )
|
|
{
|
|
WP_SaberUpdate( ent, ucmd );
|
|
}
|
|
}
|
|
|
|
//NEED to do this every frame, since these overrides do not go into the save/load data
|
|
if ( ent->client->ps.vehicleModel != 0 )
|
|
{
|
|
cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_FOV);
|
|
cg.overrides.thirdPersonRange = 240;
|
|
cg.overrides.fov = 100;
|
|
}
|
|
else if ( client->ps.eFlags&EF_IN_ATST )
|
|
{
|
|
cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_VOF);
|
|
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;
|
|
}
|
|
}
|
|
|
|
//play/stop any looping sounds tied to controlled movement
|
|
G_CheckMovingLoopingSounds( ent, ucmd );
|
|
|
|
//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 );
|
|
}
|
|
}
|
|
*/
|
|
//try some idle anims on ent if getting no input and not moving for some time
|
|
G_CheckClientIdle( ent, ucmd );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
ClientThink
|
|
|
|
A new command has arrived from the client
|
|
==================
|
|
*/
|
|
extern void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd );
|
|
void ClientThink( int clientNum, usercmd_t *ucmd ) {
|
|
gentity_t *ent;
|
|
qboolean restore_ucmd = qfalse;
|
|
usercmd_t sav_ucmd = {0};
|
|
|
|
ent = g_entities + clientNum;
|
|
|
|
if ( ent->client->ps.viewEntity > 0 && ent->client->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//you're controlling another NPC
|
|
if ( ucmd->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?
|
|
G_ClearViewEntity( ent );
|
|
ucmd->upmove = 0;//ucmd->buttons = 0;
|
|
}
|
|
else
|
|
{
|
|
restore_ucmd = qtrue;
|
|
memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) );
|
|
memset( ucmd, 0, sizeof( usercmd_t ) );
|
|
//to keep pointing in same dir, need to set ucmd->angles
|
|
ucmd->angles[PITCH] = ucmd->angles[ROLL] = 0;
|
|
ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
|
|
|