// Copyright (C) 2001-2002 Raven Software // // g_active.c -- #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 ) { // didn't take any damage return; } 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 * 255; client->ps.damageYaw = angles[YAW]/360.0 * 255; } // play an apropriate pain sound if ( (level.time > player->pain_debounce_time)) { // 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++; } client->ps.damageCount = count; // clear totals client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for drowning ============= */ void P_WorldEffects( gentity_t *ent ) { int waterlevel; if ( ent->client->noclip ) { // don't need air ent->client->airOutTime = level.time + 12000; return; } waterlevel = ent->waterlevel; // check for drowning if ( waterlevel == 3 && (ent->watertype & CONTENTS_WATER)) { // 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("sound/pain_death/mullins/drown_dead.wav")); } else { G_AddEvent ( ent, EV_PAIN_WATER, 0 ); } // 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, HL_NONE ); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } } /* =============== G_SetClientSound =============== */ void G_SetClientSound( gentity_t *ent ) { // 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 ; inumtouch ; i++) { for (j=0 ; jtouchents[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_IsClientSiameseTwin Checks to see if the two clients should never have been separated at birth ============ */ static qboolean G_IsClientSiameseTwin ( gentity_t* ent, gentity_t* ent2 ) { if ( G_IsClientSpectating ( ent->client ) || G_IsClientDead ( ent->client ) ) { return qfalse; } if ( G_IsClientSpectating ( ent2->client ) || G_IsClientDead ( ent2->client ) ) { return qfalse; } if (ent2->r.currentOrigin[0] + ent2->r.mins[0] > ent->r.currentOrigin[0] + ent->r.maxs[0]) { return qfalse; } if (ent2->r.currentOrigin[1] + ent2->r.mins[1] > ent->r.currentOrigin[1] + ent->r.maxs[1]) { return qfalse; } if (ent2->r.currentOrigin[2] + ent2->r.mins[2] > ent->r.currentOrigin[2] + ent->r.maxs[2]) { return qfalse; } if (ent2->r.currentOrigin[0] + ent2->r.maxs[0] < ent->r.currentOrigin[0] + ent->r.mins[0]) { return qfalse; } if (ent2->r.currentOrigin[1] + ent2->r.maxs[1] < ent->r.currentOrigin[1] + ent->r.mins[1]) { return qfalse; } if (ent2->r.currentOrigin[2] + ent2->r.maxs[2] < ent->r.currentOrigin[2] + ent->r.mins[2]) { return qfalse; } return qtrue; } /* ============ 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; int num; int touch[MAX_GENTITIES]; gentity_t *hit; trace_t trace; vec3_t mins; vec3_t maxs; static vec3_t range = { 20, 20, 40 }; if ( !ent->client ) { return; } // dead clients don't activate triggers! if ( G_IsClientDead ( ent->client ) ) { 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 ); // Reset the players can use flag ent->client->ps.pm_flags &= ~(PMF_CAN_USE); ent->client->useEntity = 0; ent->client->ps.loopSound = 0; ent->s.modelindex = 0; for ( i=0 ; iclient && hit != ent && !hit->client->siameseTwin && (ent->client->ps.pm_flags & PMF_SIAMESETWINS) ) { // See if this client has a twin if ( !G_IsClientSiameseTwin ( ent, hit ) ) { continue; } // About time these twins were separated!! ent->client->siameseTwin = hit; hit->client->siameseTwin = ent; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } // Look for usable gametype triggers and you cant use when zoomed if ( !(ent->client->ps.pm_flags & PMF_ZOOMED ) ) { switch ( hit->s.eType ) { case ET_GAMETYPE_TRIGGER: if ( hit->use && trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, hit->health, ent->s.number, ent->client->sess.team, 0, 0 ) ) { ent->client->ps.pm_flags |= PMF_CAN_USE; ent->client->ps.stats[STAT_USEICON] = hit->delay; ent->client->ps.stats[STAT_USETIME_MAX] = hit->soundPos1; if ( ent->client->ps.stats[STAT_USETIME] ) { ent->client->ps.loopSound = hit->soundLoop; } ent->client->useEntity = hit; continue; } break; case ET_ITEM: if ( hit->item->giType == IT_GAMETYPE && trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, hit->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) ) { ent->client->ps.pm_flags |= PMF_CAN_USE; ent->client->ps.stats[STAT_USEICON] = level.gametypeItems[hit->item->giTag].useIcon; ent->client->ps.stats[STAT_USETIME_MAX] = level.gametypeItems[hit->item->giTag].useTime; if ( ent->client->ps.stats[STAT_USETIME] ) { ent->client->ps.loopSound = level.gametypeItems[hit->item->giTag].useSound; } ent->client->useEntity = hit; continue; } break; } } if ( !hit->touch && !ent->touch ) { continue; } // ignore most entities if a spectator if ( G_IsClientSpectating ( ent->client ) ) { 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 ); } } // Dont bother looking for twins again unless pmove says so ent->client->ps.pm_flags &= (~PMF_SIAMESETWINS); } /* ============ 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 ; is.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); } } } } /* ================= G_UpdatePlayerStateScores Update the scores in the playerstate ================= */ void G_UpdatePlayerStateScores ( gentity_t* ent ) { // set the CS_SCORES1/2 configstrings, which will be visible to everyone if ( level.gametypeData->teams ) { ent->client->ps.persistant[PERS_RED_SCORE] = level.teamScores[TEAM_RED]; ent->client->ps.persistant[PERS_BLUE_SCORE] = level.teamScores[TEAM_BLUE]; ent->client->ps.persistant[PERS_BLUE_ALIVE_COUNT] = level.teamAliveCount[TEAM_BLUE]; ent->client->ps.persistant[PERS_RED_ALIVE_COUNT] = level.teamAliveCount[TEAM_RED]; } else { if ( level.numConnectedClients == 0 ) { ent->client->ps.persistant[PERS_RED_SCORE] = 0; ent->client->ps.persistant[PERS_BLUE_SCORE] = 0; } else if ( level.numConnectedClients == 1 ) { ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE]; ent->client->ps.persistant[PERS_BLUE_SCORE] = 0; } else { ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE]; ent->client->ps.persistant[PERS_BLUE_SCORE] = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE]; } } } /* ================= 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.loopSound = 0; // 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); G_UpdatePlayerStateScores ( ent ); // 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->sess.spectatorState != SPECTATOR_FOLLOW && g_forceFollow.integer ) { if ( g_forceFollow.integer > 1 ) { client->sess.spectatorFirstPerson = qtrue; } Cmd_FollowCycle_f( ent, 1 ); } if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { Cmd_FollowCycle_f( ent, 1 ); } else if ( ( client->buttons & BUTTON_ALT_ATTACK ) && ! ( client->oldbuttons & BUTTON_ALT_ATTACK ) ) { Cmd_FollowCycle_f( ent, -1 ); } else if ( !g_forceFollow.integer && ucmd->upmove > 0 && (client->ps.pm_flags & PMF_FOLLOW) ) { G_StopFollowing( ent ); } else if ( (client->buttons & BUTTON_USE) && !( client->oldbuttons & BUTTON_USE ) ) { // If not following then go to either third or first if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { client->sess.spectatorFirstPerson = g_forceFollow.integer < 2 ? qfalse : qtrue; Cmd_FollowCycle_f( ent, -1 ); } // If in first person then either go to free float or third person else if ( client->sess.spectatorFirstPerson ) { if ( g_forceFollow.integer < 2 ) { client->sess.spectatorFirstPerson = qfalse; } } // Must be in third person so just go to first else { client->sess.spectatorFirstPerson = qtrue; } } } /* ================= 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; // Check so see if the player has moved and if so dont let them change their outfitting if ( !client->noOutfittingChange && ((level.time - client->respawnTime) > 3000)) { vec3_t vel; // Check the horizontal velocity for movement VectorCopy ( client->ps.velocity, vel ); vel[2] = 0; if ( VectorLengthSquared ( vel ) > 100 ) { client->noOutfittingChange = qtrue; } } // Forgive voice chats if ( g_voiceFloodCount.integer && ent->client->voiceFloodCount ) { int forgiveTime = 60000 / g_voiceFloodCount.integer; client->voiceFloodTimer += msec; while ( client->voiceFloodTimer >= forgiveTime ) { // Forgive one voice chat client->voiceFloodCount--; client->voiceFloodTimer -= forgiveTime; } } } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { G_UpdatePlayerStateScores ( &g_entities[client->ps.clientNum] ); client->ps.loopSound = 0; 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) & ( client->oldbuttons ^ client->buttons ) ) { // this used to be an ^1 but once a player says ready, it should stick client->readyToExit = 1; } } /* ==================== G_Use use key pressed ==================== */ void G_Use ( gentity_t* ent ) { if ( !ent->client->useEntity ) { return; } if ( ent->client->useEntity->s.eType == ET_ITEM ) { // Make sure one last time that it can still be used if ( !trap_GT_SendEvent ( GTEV_ITEM_CANBEUSED, level.time, ent->client->useEntity->item->quantity, ent->s.number, ent->client->sess.team, 0, 0 ) ) { return; } gametype_item_use ( ent->client->useEntity, ent ); return; } // Make double sure it can still be used if ( !trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, ent->client->useEntity->health, ent->s.number, ent->client->sess.team, 0, 0 ) ) { return; } ent->client->useEntity->use ( ent->client->useEntity, ent, ent ); } /* ================ 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; int event; gclient_t *client; vec3_t dir; 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_MEDIUM: case EV_FALL_FAR: { int damage; damage = client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ]; damage &= 0x000000ff; client->ps.eventParms[ i & (MAX_PS_EVENTS-1) ] = damage; if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } 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, HL_NONE ); break; } case EV_FIRE_WEAPON: ent->client->noOutfittingChange = qtrue; ent->client->invulnerableTime = 0; G_FireWeapon( ent, ATTACK_NORMAL ); break; case EV_ALT_FIRE: ent->client->noOutfittingChange = qtrue; ent->client->invulnerableTime = 0; G_FireWeapon( ent, ATTACK_ALTERNATE ); break; case EV_USE: G_Use ( ent ); break; default: break; } } } /* ============== StuckInOtherClient ============== */ static int StuckInOtherClient(gentity_t *ent) { int i; gentity_t *ent2; ent2 = &g_entities[0]; for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) { if ( ent2 == ent ) { continue; } if ( !ent2->inuse ) { continue; } if ( !ent2->client ) { continue; } if ( ent2->health <= 0 ) { continue; } // if (ent2->r.absmin[0] > ent->r.absmax[0]) continue; if (ent2->r.absmin[1] > ent->r.absmax[1]) continue; if (ent2->r.absmin[2] > ent->r.absmax[2]) continue; if (ent2->r.absmax[0] < ent->r.absmin[0]) continue; if (ent2->r.absmax[1] < ent->r.absmin[1]) continue; if (ent2->r.absmax[2] < ent->r.absmin[2]) continue; return qtrue; } return qfalse; } void BotTestSolid(vec3_t origin); /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents( playerState_t *ps ) { gentity_t *t; int event, seq; int extEvent, number; // if there are still events pending if ( ps->entityEventSequence < ps->eventSequence ) { // create a temporary entity for this event which is sent to everyone // except the client who generated the event seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); // set external event to zero before calling BG_PlayerStateToEntityState extEvent = ps->externalEvent; ps->externalEvent = 0; // create temporary entity for event t = G_TempEntity( ps->origin, event ); number = t->s.number; BG_PlayerStateToEntityState( ps, &t->s, qtrue ); t->s.number = number; t->s.eType = ET_EVENTS + event; t->s.eFlags |= EF_PLAYER_EVENT; t->s.otherEntityNum = ps->clientNum; // send to everyone except the client who generated the event t->r.svFlags |= SVF_NOTSINGLECLIENT; t->r.singleClient = ps->clientNum; // set back external event ps->externalEvent = extEvent; } } /* ============== 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; 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; } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; } 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; } // // check for exiting intermission // if ( level.intermissiontime ) { ClientIntermissionThink( client ); return; } // spectators don't do much if ( G_IsClientSpectating ( client ) ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; } // 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; } client->ps.gravity = g_gravity.value; // set speed client->ps.speed = g_speed.value; // set up for pmove oldEventSequence = client->ps.eventSequence; memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; if ( pm.ps->pm_type == PM_DEAD ) { pm.ps->loopSound = 0; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else if ( client->siameseTwin ) { // Make sure we are still stuck, if so, clip through players. if ( G_IsClientSiameseTwin ( ent, client->siameseTwin ) ) { pm.tracemask = MASK_PLAYERSOLID & ~(CONTENTS_BODY); } else { // Ok, we arent stuck anymore so we can clear the stuck flag. client->siameseTwin->client->siameseTwin = NULL; client->siameseTwin = NULL; pm.tracemask = MASK_PLAYERSOLID; } } 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 = NULL; #if _Debug pm.isClient=0; #endif VectorCopy( client->ps.origin, client->oldOrigin ); Pmove (&pm); G_UpdatePlayerStateScores ( ent ); // save results of pmove if ( ent->client->ps.eventSequence != oldEventSequence ) { ent->eventTime = level.time; } // See if the invulnerable flag should be removed for this client if ( ent->client->ps.eFlags & EF_INVULNERABLE ) { if ( level.time - ent->client->invulnerableTime >= g_respawnInvulnerability.integer * 1000 ) { ent->client->ps.eFlags &= ~EF_INVULNERABLE; } } 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; // Need to cache off the firemodes to the persitant data segment so they // are maintained across spectating and respawning memcpy ( ent->client->pers.firemode, ent->client->ps.firemode, sizeof(ent->client->ps.firemode ) ); // execute client events ClientEvents( ent, oldEventSequence ); // Update the client animation info G_UpdateClientAnimations ( ent ); if ( ent->client->ps.pm_flags & PMF_LEANING ) { ent->r.svFlags |= SVF_LINKHACK; } else { ent->r.svFlags &= ~SVF_LINKHACK; } // 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 ); // Update the clients anti-lag history G_UpdateClientAntiLag ( ent ); // 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; // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 ) { // wait for the attack button to be pressed if ( level.time > client->respawnTime ) { 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 ) { respawn( ent ); } } return; } // perform once-a-second actions ClientTimerActions( ent, msec ); } /* ================== G_CheckClientTeamkill Checks to see whether or not this client should be booted from the server because they killed too many teammates ================== */ void G_CheckClientTeamkill ( gentity_t* ent ) { char userinfo[MAX_INFO_STRING]; char *value; if ( !g_teamkillDamageMax.integer || !level.gametypeData->teams || !ent->client->sess.teamkillDamage ) { return; } // See if they crossed the max team kill damage else if ( ent->client->sess.teamkillDamage < g_teamkillDamageMax.integer ) { // Does the client need forgiving? if ( ent->client->sess.teamkillForgiveTime ) { // Are we in a forgiving mood yet? if ( level.time > ent->client->sess.teamkillForgiveTime + 60000 ) { ent->client->sess.teamkillForgiveTime += 60000; ent->client->sess.teamkillDamage -= g_teamkillDamageForgive.integer; } } // All forgivin now? if ( ent->client->sess.teamkillDamage <= 0 ) { ent->client->sess.teamkillDamage = 0; ent->client->sess.teamkillForgiveTime = 0; } return; } trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) ); value = Info_ValueForKey (userinfo, "ip"); G_LogPrintf( "ClientKick: %i %s - auto kick for teamkilling\n", ent->s.number, value ); ent->client->sess.teamkillDamage = 0; ent->client->sess.teamkillForgiveTime = 0; // Keep track of who was autokicked so we can display a list if need be Com_sprintf ( level.autokickedIP[level.autokickedHead], sizeof(level.autokickedIP[0]), value ); Com_sprintf ( level.autokickedName[level.autokickedHead], sizeof(level.autokickedName[0]), ent->client->pers.netname ); level.autokickedCount++; if ( level.autokickedCount >= MAX_AUTOKICKLIST ) { level.autokickedCount = MAX_AUTOKICKLIST; } level.autokickedHead++; if ( level.autokickedHead >= MAX_AUTOKICKLIST ) { level.autokickedHead = 0; } // Buh bye if ( g_teamkillBanTime.integer ) { trap_SendConsoleCommand( EXEC_INSERT, va("banclient \"%d\" \"%d\" \"team killing\"\n", ent->s.number, g_teamkillBanTime.integer ) ); } else { trap_SendConsoleCommand( EXEC_INSERT, va("clientkick \"%d\" \"team killing\"\n", ent->s.number ) ); } } /* ================== 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; } // Can only do spect timeouts on dedicated servers if ( !g_dedicated.integer ) { return; } // Already a spectator, no need to boot them to spectator if ( ent->client->sess.team == TEAM_SPECTATOR ) { return; } // Need to be connected if ( ent->client->pers.connected != CON_CONNECTED ) { 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", NULL ); } } /* ================== 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 ); } } /* ================== G_RunClient ================== */ 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 && !G_IsClientSpectating ( cl ) ) { int count; int ping; int score; int respawnTimer; count = ent->client->ps.persistant[PERS_SPAWN_COUNT]; ping = ent->client->ps.ping; score = ent->client->ps.persistant[PERS_SCORE]; flags = (cl->ps.eFlags & ~(EF_VOTED)) | (ent->client->ps.eFlags & (EF_VOTED)); respawnTimer = ent->client->ps.respawnTimer; ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; if ( ent->client->sess.spectatorFirstPerson ) { ent->client->ps.pm_flags |= PMF_FOLLOWFIRST; } ent->client->ps.eFlags = flags; ent->client->ps.persistant[PERS_SPAWN_COUNT] = count; ent->client->ps.persistant[PERS_SCORE] = score; ent->client->ps.ping = ping; ent->client->ps.respawnTimer = respawnTimer; return; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { Cmd_FollowCycle_f (ent, 1); } } } } 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 ) { clientPersistant_t *pers; if ( G_IsClientSpectating ( ent->client ) ) { SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // save network bandwidth #if 0 if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { // 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; } // FIXME: get rid of ent->health... ent->client->ps.stats[STAT_HEALTH] = 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); }