1467 lines
34 KiB
C
1467 lines
34 KiB
C
// Copyright (C) 2001-2002 Raven Software
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//
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// g_active.c --
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#include "g_local.h"
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void P_SetTwitchInfo(gclient_t *client)
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{
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client->ps.painTime = level.time;
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client->ps.painDirection ^= 1;
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}
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player )
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{
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD )
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{
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 )
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{
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// didn't take any damage
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return;
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}
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if ( count > 255 )
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{
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count = 255;
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}
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// send the information to the client
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// world damage (falling, slime, etc) uses a special code
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// to make the blend blob centered instead of positional
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if ( client->damage_fromWorld )
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{
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client->ps.damagePitch = 255;
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client->ps.damageYaw = 255;
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client->damage_fromWorld = qfalse;
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}
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else
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{
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vectoangles( client->damage_from, angles );
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client->ps.damagePitch = angles[PITCH]/360.0 * 255;
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client->ps.damageYaw = angles[YAW]/360.0 * 255;
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}
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// play an apropriate pain sound
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if ( (level.time > player->pain_debounce_time))
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{
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// don't do more than two pain sounds a second
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if ( level.time - client->ps.painTime < 500 )
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{
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return;
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}
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P_SetTwitchInfo(client);
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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client->ps.damageEvent++;
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}
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client->ps.damageCount = count;
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// clear totals
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent )
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{
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int waterlevel;
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if ( ent->client->noclip )
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{
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// don't need air
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ent->client->airOutTime = level.time + 12000;
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return;
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}
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waterlevel = ent->waterlevel;
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// check for drowning
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if ( waterlevel == 3 && (ent->watertype & CONTENTS_WATER))
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{
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time)
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{
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 )
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{
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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{
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ent->damage = 15;
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}
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// play a gurp sound instead of a normal pain sound
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if (ent->health <= ent->damage)
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{
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// G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/pain_death/mullins/drown_dead.wav"));
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}
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else
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{
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G_AddEvent ( ent, EV_PAIN_WATER, 0 );
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}
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER, HL_NONE );
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}
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}
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}
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else
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{
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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}
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/*
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===============
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G_SetClientSound
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===============
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*/
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void G_SetClientSound( gentity_t *ent )
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{
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// ent->client->ps.loopSound = 0;
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}
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/*
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==============
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ClientImpacts
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==============
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*/
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void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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int i, j;
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trace_t trace;
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gentity_t *other;
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memset( &trace, 0, sizeof( trace ) );
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for (i=0 ; i<pm->numtouch ; i++) {
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for (j=0 ; j<i ; j++) {
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if (pm->touchents[j] == pm->touchents[i] ) {
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break;
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}
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}
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if (j != i) {
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continue; // duplicated
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}
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other = &g_entities[ pm->touchents[i] ];
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, other, &trace );
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}
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if ( !other->touch ) {
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continue;
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}
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other->touch( other, ent, &trace );
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}
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}
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/*
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============
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G_IsClientSiameseTwin
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Checks to see if the two clients should never have been separated at birth
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============
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*/
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static qboolean G_IsClientSiameseTwin ( gentity_t* ent, gentity_t* ent2 )
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{
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if ( G_IsClientSpectating ( ent->client ) || G_IsClientDead ( ent->client ) )
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{
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return qfalse;
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}
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if ( G_IsClientSpectating ( ent2->client ) || G_IsClientDead ( ent2->client ) )
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[0] + ent2->r.mins[0] > ent->r.currentOrigin[0] + ent->r.maxs[0])
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[1] + ent2->r.mins[1] > ent->r.currentOrigin[1] + ent->r.maxs[1])
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[2] + ent2->r.mins[2] > ent->r.currentOrigin[2] + ent->r.maxs[2])
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[0] + ent2->r.maxs[0] < ent->r.currentOrigin[0] + ent->r.mins[0])
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[1] + ent2->r.maxs[1] < ent->r.currentOrigin[1] + ent->r.mins[1])
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{
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return qfalse;
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}
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if (ent2->r.currentOrigin[2] + ent2->r.maxs[2] < ent->r.currentOrigin[2] + ent->r.mins[2])
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{
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return qfalse;
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}
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return qtrue;
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}
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/*
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============
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G_TouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_TouchTriggers( gentity_t *ent )
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{
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int i;
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int num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins;
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vec3_t maxs;
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static vec3_t range = { 20, 20, 40 };
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if ( !ent->client )
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{
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return;
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}
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// dead clients don't activate triggers!
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if ( G_IsClientDead ( ent->client ) )
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{
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return;
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}
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VectorSubtract( ent->client->ps.origin, range, mins );
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VectorAdd( ent->client->ps.origin, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->r.absmin, because that has a one unit pad
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VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
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VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
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// Reset the players can use flag
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ent->client->ps.pm_flags &= ~(PMF_CAN_USE);
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ent->client->useEntity = 0;
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ent->client->ps.loopSound = 0;
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ent->s.modelindex = 0;
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for ( i=0 ; i<num ; i++ )
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{
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hit = &g_entities[touch[i]];
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// pmove would have to have detected siamese twins first
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if ( hit->client && hit != ent && !hit->client->siameseTwin && (ent->client->ps.pm_flags & PMF_SIAMESETWINS) )
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{
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// See if this client has a twin
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if ( !G_IsClientSiameseTwin ( ent, hit ) )
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{
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continue;
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}
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// About time these twins were separated!!
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ent->client->siameseTwin = hit;
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hit->client->siameseTwin = ent;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
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{
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continue;
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}
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// Look for usable gametype triggers and you cant use when zoomed
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if ( !(ent->client->ps.pm_flags & PMF_ZOOMED ) )
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{
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switch ( hit->s.eType )
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{
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case ET_GAMETYPE_TRIGGER:
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if ( hit->use && trap_GT_SendEvent ( GTEV_TRIGGER_CANBEUSED, level.time, hit->health, ent->s.number, ent->client->sess.team, 0, 0 ) )
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{
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ent->client->ps.pm_flags |= PMF_CAN_USE;
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ent->client->ps.stats[STAT_USEICON] = hit->delay;
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ent->client->ps.stats[STAT_USETIME_MAX] = hit->soundPos1;
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if ( ent->client->ps.stats[STAT_USETIME] )
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{
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ent->client->ps.loopSound = hit->soundLoop;
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}
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ent->client->useEntity = hit;
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continue;
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}
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break;
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case ET_ITEM:
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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 ) )
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{
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ent->client->ps.pm_flags |= PMF_CAN_USE;
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ent->client->ps.stats[STAT_USEICON] = level.gametypeItems[hit->item->giTag].useIcon;
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ent->client->ps.stats[STAT_USETIME_MAX] = level.gametypeItems[hit->item->giTag].useTime;
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if ( ent->client->ps.stats[STAT_USETIME] )
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{
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ent->client->ps.loopSound = level.gametypeItems[hit->item->giTag].useSound;
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}
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ent->client->useEntity = hit;
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continue;
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}
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break;
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}
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}
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if ( !hit->touch && !ent->touch )
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{
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continue;
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}
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// ignore most entities if a spectator
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if ( G_IsClientSpectating ( ent->client ) )
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{
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if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
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// this is ugly but adding a new ET_? type will
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// most likely cause network incompatibilities
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hit->touch != Touch_DoorTrigger)
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{
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continue;
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}
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}
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// use seperate code for determining if an item is picked up
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// so you don't have to actually contact its bounding box
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if ( hit->s.eType == ET_ITEM )
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{
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if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) )
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{
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continue;
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}
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}
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else
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{
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if ( !trap_EntityContact( mins, maxs, hit ) )
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{
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continue;
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}
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}
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memset( &trace, 0, sizeof(trace) );
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if ( hit->touch )
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{
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hit->touch (hit, ent, &trace);
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}
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) )
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{
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ent->touch( ent, hit, &trace );
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}
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}
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// Dont bother looking for twins again unless pmove says so
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ent->client->ps.pm_flags &= (~PMF_SIAMESETWINS);
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}
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/*
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============
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G_MoverTouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg )
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{
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int i, num;
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float step, stepSize, dist;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs, dir, size, checkSpot;
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const vec3_t range = { 40, 40, 52 };
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// non-moving movers don't hit triggers!
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if ( !VectorLengthSquared( ent->s.pos.trDelta ) )
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{
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return;
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}
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VectorSubtract( ent->r.mins, ent->r.maxs, size );
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stepSize = VectorLength( size );
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if ( stepSize < 1 )
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{
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stepSize = 1;
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}
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VectorSubtract( ent->r.currentOrigin, oldOrg, dir );
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dist = VectorNormalize( dir );
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for ( step = 0; step <= dist; step += stepSize )
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{
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VectorMA( ent->r.currentOrigin, step, dir, checkSpot );
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VectorSubtract( checkSpot, range, mins );
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VectorAdd( checkSpot, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->r.absmin, because that has a one unit pad
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VectorAdd( checkSpot, ent->r.mins, mins );
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VectorAdd( checkSpot, ent->r.maxs, maxs );
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for ( i=0 ; i<num ; i++ )
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{
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hit = &g_entities[touch[i]];
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if ( hit->s.eType != ET_PUSH_TRIGGER )
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{
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continue;
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}
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if ( hit->touch == NULL )
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{
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continue;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) )
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{
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continue;
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}
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if ( !trap_EntityContact( mins, maxs, hit ) )
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{
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continue;
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}
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memset( &trace, 0, sizeof(trace) );
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if ( hit->touch != NULL )
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{
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hit->touch(hit, ent, &trace);
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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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G_UpdatePlayerStateScores
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Update the scores in the playerstate
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=================
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*/
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void G_UpdatePlayerStateScores ( gentity_t* ent )
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{
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// set the CS_SCORES1/2 configstrings, which will be visible to everyone
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if ( level.gametypeData->teams )
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{
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ent->client->ps.persistant[PERS_RED_SCORE] = level.teamScores[TEAM_RED];
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ent->client->ps.persistant[PERS_BLUE_SCORE] = level.teamScores[TEAM_BLUE];
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}
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else
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{
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if ( level.numConnectedClients == 0 )
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{
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ent->client->ps.persistant[PERS_RED_SCORE] = 0;
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ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
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}
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else if ( level.numConnectedClients == 1 )
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{
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ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
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ent->client->ps.persistant[PERS_BLUE_SCORE] = 0;
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}
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else
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{
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ent->client->ps.persistant[PERS_RED_SCORE] = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
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ent->client->ps.persistant[PERS_BLUE_SCORE] = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE];
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}
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}
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}
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/*
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=================
|
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SpectatorThink
|
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=================
|
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*/
|
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void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
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{
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pmove_t pm;
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gclient_t *client;
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client = ent->client;
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if ( client->sess.spectatorState != SPECTATOR_FOLLOW )
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{
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client->ps.pm_type = PM_SPECTATOR;
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client->ps.speed = 400; // faster than normal
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client->ps.loopSound = 0;
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// set up for pmove
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memset (&pm, 0, sizeof(pm));
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pm.ps = &client->ps;
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pm.cmd = *ucmd;
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pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
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pm.trace = trap_Trace;
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pm.pointcontents = trap_PointContents;
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pm.animations = NULL;
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// perform a pmove
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Pmove (&pm);
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G_UpdatePlayerStateScores ( ent );
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// save results of pmove
|
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VectorCopy( client->ps.origin, ent->s.origin );
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G_TouchTriggers( ent );
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trap_UnlinkEntity( ent );
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}
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client->oldbuttons = client->buttons;
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|
client->buttons = ucmd->buttons;
|
|
|
|
// attack button cycles through spectators
|
|
if ( client->sess.spectatorState != SPECTATOR_FOLLOW && g_forceFollow.integer )
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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 );
|
|
|
|
// 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;
|
|
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);
|
|
}
|
|
|
|
|