313 lines
7.7 KiB
C
313 lines
7.7 KiB
C
// Copyright (C) 2001-2002 Raven Software.
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//
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// cg_playerstate.c -- this file acts on changes in a new playerState_t
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// With normal play, this will be done after local prediction, but when
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// following another player or playing back a demo, it will be checked
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// when the snapshot transitions like all the other entities
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#include "cg_local.h"
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/*
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==============
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CG_DamageFeedback
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==============
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*/
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void CG_DamageFeedback( int yawByte, int pitchByte, int damage )
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{
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float kick;
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int health;
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float scale;
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vec3_t dir;
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vec3_t angles;
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// show the attacking player's head and name in corner
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cg.attackerTime = cg.time;
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// the lower on health you are, the greater the view kick will be
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health = cg.snap->ps.stats[STAT_HEALTH];
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if ( health < 40 )
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{
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scale = 1;
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}
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else
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{
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scale = 40.0 / health;
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}
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kick = damage * scale;
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if (kick < 5)
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kick = 5;
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if (kick > 10)
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kick = 10;
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// if yaw and pitch are both 255, make the damage always centered (falling, etc)
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if ( yawByte == 255 && pitchByte == 255 )
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{
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cg.damageX = 0;
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cg.damageY = 0;
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cg.v_dmg_roll = 255;
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cg.v_dmg_pitch = -kick;
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}
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else
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{
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float front;
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float left;
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angles[PITCH] = (float)pitchByte / 255.0f * 360.0f;
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angles[YAW] = (float)yawByte / 255.0f * 360.0f;
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angles[ROLL] = 0;
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AngleVectors( angles, dir, NULL, NULL );
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VectorSubtract( vec3_origin, dir, dir );
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front = DotProduct (dir, cg.refdef.viewaxis[0] );
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left = DotProduct (dir, cg.refdef.viewaxis[1] );
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cg.v_dmg_roll = kick * left;
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cg.v_dmg_pitch = -kick * front;
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cg.damageY = -AngleNormalize180(angles[PITCH]);
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cg.damageX = AngleNormalize180(angles[YAW] - cg.predictedPlayerState.viewangles[YAW] + 180);
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}
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// don't let the screen flashes vary as much
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if ( kick > 10 )
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{
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kick = 10;
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}
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cg.damageTime = cg.snap->serverTime;
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}
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/*
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================
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CG_Respawn
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A respawn happened this snapshot
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================
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*/
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void CG_Respawn( void )
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{
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// no error decay on player movement
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cg.thisFrameTeleport = qtrue;
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// display weapons available
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cg.weaponSelectTime = cg.time;
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// select the weapon the server says we are using
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cg.weaponSelect = cg.snap->ps.weapon;
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// no more camera shake
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cg.shakeStart = 0;
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// Make sure the weapon selection menu isnt up
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cg.weaponMenuUp = qfalse;
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// clear any left over flash grenades
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cg.flashbangTime = 0;
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// Reset the animation
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CG_SetWeaponAnim( cg.snap->ps.weaponAnimId&(~ANIM_TOGGLEBIT), &cg.snap->ps );
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// Update the view weapon surfaces
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CG_UpdateViewWeaponSurfaces ( &cg.snap->ps );
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trap_ResetAutorun ( );
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}
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extern char *eventnames[];
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/*
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==============
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CG_CheckPlayerstateEvents
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==============
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*/
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void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops )
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{
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int i;
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int event;
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centity_t *cent;
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if ( ps->externalEvent && ps->externalEvent != ops->externalEvent )
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{
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cent = CG_GetEntity ( ps->clientNum );
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cent->currentState.event = ps->externalEvent;
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cent->currentState.eventParm = ps->externalEventParm;
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CG_EntityEvent( cent, cent->lerpOrigin );
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}
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cent = &cg_entities[ ps->clientNum ];
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// go through the predictable events buffer
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
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// if we have a new predictable event
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if ( i >= ops->eventSequence
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// or the server told us to play another event instead of a predicted event we already issued
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// or something the server told us changed our prediction causing a different event
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|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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cg.eventSequence++;
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}
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}
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}
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/*
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==================
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CG_CheckChangedPredictableEvents
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==================
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*/
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void CG_CheckChangedPredictableEvents( playerState_t *ps )
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{
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int i;
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int event;
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centity_t *cent;
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cent = &cg_entities[ps->clientNum];
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ )
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{
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//
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if (i >= cg.eventSequence)
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{
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continue;
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}
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// if this event is not further back in than the maximum predictable events we remember
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if (i > cg.eventSequence - MAX_PREDICTED_EVENTS)
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{
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// if the new playerstate event is different from a previously predicted one
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if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] )
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{
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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if ( cg_showmiss.integer )
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{
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Com_Printf("WARNING: changed predicted event\n");
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}
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}
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}
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}
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}
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/*
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==================
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CG_CheckLocalSounds
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==================
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*/
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void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops )
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{
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// don't play the sounds if the player just changed teams
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if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] )
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{
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return;
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}
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// health changes of more than -1 should make pain sounds
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if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 )
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{
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if ( ps->stats[STAT_HEALTH] > 0 )
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{
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CG_PainEvent( &cg_entities[ps->clientNum], ps->stats[STAT_HEALTH] );
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}
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}
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// Look for a zoom transition that isnt the first zoom in
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if ( ops->zoomFov && (ps->zoomFov != ops->zoomFov) )
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{
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trap_S_StartLocalSound ( cgs.media.zoomSound, CHAN_AUTO );
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}
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}
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/*
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===============
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CG_TransitionPlayerState
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===============
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*/
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void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops )
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{
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// respawning. This is done before the follow mode check because spawn count is
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// maintained into the following client
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if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] )
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{
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CG_Respawn();
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}
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// check for changing follow mode
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if ( ps->clientNum != ops->clientNum )
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{
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cg.thisFrameTeleport = qtrue;
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// make sure we don't get any unwanted transition effects
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*ops = *ps;
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}
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// damage events (player is getting wounded)
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if ( ps->damageEvent != ops->damageEvent && ps->damageCount )
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{
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CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
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}
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// Make sure we clear the weapon menu when we die
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if ( ps->stats[STAT_HEALTH] != ops->stats[STAT_HEALTH] )
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{
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if ( ps->stats[STAT_HEALTH] <= 0 )
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{
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cg.weaponMenuUp = qfalse;
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cg.deathTime = cg.time;
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trap_ResetAutorun ( );
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}
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}
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if ( cg.mapRestart )
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{
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CG_Respawn();
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cg.mapRestart = qfalse;
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}
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if ( cg.snap->ps.pm_type != PM_INTERMISSION && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR )
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{
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CG_CheckLocalSounds( ps, ops );
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}
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// Always use the weapon from the player state when following
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if( (ps->pm_flags & PMF_FOLLOW) || (ps->weapon != ops->weapon) )
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{
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cg.weaponSelect = ps->weapon;
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}
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// Check for weapon animation change.
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if(ps->weaponAnimId!=ops->weaponAnimId )
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{
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CG_SetWeaponAnim(ps->weaponAnimId&(~ANIM_TOGGLEBIT),ps);
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}
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// run events
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CG_CheckPlayerstateEvents( ps, ops );
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// smooth the ducking viewheight change and not crouch jumping
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if ( ps->viewheight != ops->viewheight && !(ps->pm_flags & PMF_CROUCH_JUMP) )
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{
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cg.duckChange = ps->viewheight - ops->viewheight;
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cg.duckTime = cg.time;
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}
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// Need to update the view weapon surfaces when weapon states change
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if ( ps->weaponstate != ops->weaponstate )
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{
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CG_UpdateViewWeaponSurfaces ( ps );
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}
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}
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