jedioutcast/CODE-mp/game/g_active.c
2013-04-04 13:24:26 -05:00

1797 lines
47 KiB
C

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