1998-12-20 00:00:00 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/player.cpp $
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1999-03-20 00:00:00 +00:00
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// $Revision:: 422 $
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1998-12-20 00:00:00 +00:00
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// $Author:: Jimdose $
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1999-03-20 00:00:00 +00:00
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// $Date:: 2/16/99 8:38p $
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1998-12-20 00:00:00 +00:00
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/player.cpp $
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//
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1999-03-20 00:00:00 +00:00
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// 422 2/16/99 8:38p Jimdose
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// moved sin arcade comm stuff to client
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//
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// 421 1/29/99 6:14p Jimdose
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// added 2015 changes
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//
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// 420 1/27/99 5:15p Jimdose
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// Fixed no weapon bug in arcade mode deathmatch
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//
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1998-12-20 00:00:00 +00:00
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// 419 12/18/98 11:03p Jimdose
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// removed include of qcommon.h
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//
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// 418 12/16/98 5:42p Jimdose
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// fixed a bunch of respawn issues for Sin Arcade
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//
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// 417 12/16/98 12:41a Jimdose
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// Killed no longer deletes player's weapon in training mode 2 (arcade)
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//
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// 416 12/14/98 8:17p Aldie
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// Took out #if 0
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//
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// 415 12/14/98 8:07p Aldie
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// Temporarily remove arcade stuff
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//
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// 414 12/14/98 6:53p Aldie
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// Added some stuff for arcade when death occurs
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//
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// 413 12/14/98 6:03p Jimdose
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// made GodCheat allow a value to set it on of off
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//
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// 412 11/18/98 3:47a Aldie
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// Fix for mutants and inventory items showing up in inventory
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//
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// 411 11/18/98 3:02a Jimdose
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// made mutant mode stay across levels
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//
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// 410 11/17/98 6:54p Aldie
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// Don't do spawn particles for training
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//
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// 409 11/17/98 3:48a Jimdose
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// gravpaths no longer pull you during waterjumps
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//
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// 408 11/16/98 9:05p Markd
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// don't do flash blend if hit by MOD_FISTS
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//
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// 407 11/16/98 8:29p Jimdose
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// added CheckWater
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//
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// 406 11/16/98 7:45p Markd
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// made take, only take a certain amount
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//
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// 405 11/16/98 4:37a Markd
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// don't set angles if player is frozen
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//
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// 404 11/16/98 12:42a Aldie
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// spidermine camera
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//
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// 403 11/15/98 8:43p Markd
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// Fixed third person crosshair issues and gravity axis and zooming
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//
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// 402 11/15/98 3:55a Markd
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// fixed weapon visible in vehicles
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//
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// 401 11/14/98 7:57p Markd
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// always reload when pressing use
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//
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// 400 11/14/98 2:52a Markd
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// put in RF_DONTDRAW support on weapons
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//
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// 399 11/14/98 2:54a Aldie
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// Added InitSkin to preserve custom skins in single player
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//
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// 398 11/13/98 11:02p Jimdose
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// made fov persistant across levels and after zooming in and out
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//
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// 397 11/13/98 10:42p Aldie
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// Free inventory of type when a take item is issued by the script
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//
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// 396 11/13/98 7:13p Jimdose
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// health is now set to 1 if it's less than 1 when changing or entering levels
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//
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// 395 11/13/98 2:37a Aldie
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// Fixed pain event to play sound and flash within bounds
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//
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// 394 11/11/98 11:12p Aldie
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// Added custom gibbing
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//
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// 393 11/10/98 3:57p Jimdose
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// fixed bug where player enters vehicle crouched and the view hieght is too
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// low
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//
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// 392 11/09/98 3:31a Markd
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// PM_trace should check for godmode
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//
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// 391 11/09/98 1:43a Markd
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// put in falling protection for landing on ladder
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//
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// 390 11/09/98 12:55a Jimdose
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// added sv_footsteps cvar so that server admins can turn footsteps off
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// completely
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//
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// 389 11/08/98 10:48p Jimdose
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// moved earthquake to level struct
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//
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// 388 11/08/98 8:29p Aldie
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// Fix for some console bugs when moving while using them
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//
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// 387 11/07/98 10:46p Markd
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// Fixed music stuff
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//
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// 386 11/07/98 10:15p Markd
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// put in forcemusic support
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//
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// 385 11/07/98 10:00p Jimdose
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// Made spawn and actor commands work with model names
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//
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// 384 11/07/98 8:01p Markd
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// Added in damage_since_pain, fixed some camera stuff
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//
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// 383 11/07/98 5:29p Aldie
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// Drop inventory in coop
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//
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// 382 11/07/98 5:27p Aldie
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// Fixed coop death bug
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//
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// 381 11/07/98 4:39p Markd
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// fixed music stuff
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//
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// 380 11/07/98 3:34p Markd
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// reset music when coming back from action
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//
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// 379 11/06/98 10:09p Aldie
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// Moved has_thought to constructor
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//
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// 378 11/06/98 9:38p Aldie
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// Moved waitforplayer stuff to the think function
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//
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// 377 11/06/98 5:17p Jimdose
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// added missionfailed and missionfailedtime to level vars
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// when a mission has failed or the player is dead in single player, the game
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// code immediately shows the loadmenu, preventing them from letting the game
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// continue running if they exit the menu
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//
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// 376 11/05/98 2:06a Markd
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// changed the way music works a bit, so that action would override anything
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// else
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//
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// 375 10/27/98 9:46p Aldie
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// Changed training cvar to level.training
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//
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// 374 10/27/98 5:10p Aldie
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// Fixed take "all" for fists and spidermine
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//
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// 373 10/26/98 10:32p Aldie
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// If onladder, don't get affected by gravitypaths
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//
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// 372 10/26/98 9:53p Markd
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// Moved GotKill around, added gibfest sound
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//
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// 371 10/26/98 8:12p Aldie
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// Fixed some weapon bugs with detaching from owner when removing
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//
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// 370 10/26/98 5:37p Markd
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// expanded whatis functionality
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//
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// 369 10/26/98 4:30p Aldie
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// Changed airtime default to 20
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//
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// 368 10/26/98 2:17p Aldie
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// Added AirClamp
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//
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// 367 10/26/98 2:18a Aldie
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// Added FL_OXYGEN
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//
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// 366 10/26/98 12:28a Markd
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// put in no jc support
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//
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// 365 10/25/98 11:55p Jimdose
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// moved playerfrozen from game to level
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//
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// 364 10/25/98 10:15p Aldie
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// Added training cvar
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//
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// 363 10/25/98 1:51a Aldie
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// Bulletproof the floating inventory code
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//
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// 362 10/24/98 6:39p Markd
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// Added in more dialog based on Blade killing things
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//
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// 361 10/24/98 6:21p Aldie
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// Fixed spidermine error...
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//
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// 360 10/24/98 5:44p Markd
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// Added killent, removent, killclass removeclass and added parameters to
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// whatis
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//
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// 359 10/24/98 3:17p Aldie
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// Take out gibs for parent mode
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//
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// 358 10/24/98 3:14p Aldie
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// Addec check for silencer, removed blood checks
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//
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// 357 10/24/98 2:17p Markd
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// Put in JC saying blade was dead
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//
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// 356 10/24/98 4:05a Markd
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// fixed zoomed in in a vehicle
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//
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// 355 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 354 10/22/98 9:28p Aldie
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// Added support for deathgib animations
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//
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// 353 10/22/98 5:19p Aldie
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// Fixed crash of using Powerups
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//
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// 352 10/22/98 5:04p Markd
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// Blade will no longer taunt deaths of civilians or inanimate objects
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//
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// 351 10/22/98 4:21p Aldie
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// Fixed spidermine and fov changing
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//
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// 350 10/22/98 2:39a Jimdose
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// player no longer does crouching bob when in water
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//
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// 349 10/21/98 10:58p Jimdose
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// Made TouchStuff not touch the world
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//
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// 348 10/21/98 5:28p Aldie
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// Added a setskin command
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//
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// 347 10/21/98 1:45a Aldie
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// Fixed silencer clearing out, updated gib test function
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//
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// 346 10/20/98 10:29p Jimdose
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// Restore crosshair when respawning in 3rd person
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//
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// 345 10/20/98 7:42p Markd
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// fixed weapons in vehicles
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//
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// 344 10/20/98 5:22p Aldie
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// Added die_gibs flag
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//
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// 343 10/19/98 9:53p Jimdose
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// Added blend for lightvolume
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// changed slime variables to lightvolume
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//
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// 342 10/19/98 5:29p Aldie
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// Increased air time to 20
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//
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// 341 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 340 10/18/98 10:55p Aldie
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// Added check for useless body removal on bodies that you don't need anything
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// from
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//
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// 339 10/18/98 9:01p Markd
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// Added ShowWeapon support for vehicles and zooming in on vehicles
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//
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// 338 10/18/98 1:31a Aldie
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// Added some more stuff to whatis command
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//
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// 337 10/17/98 12:23a Jimdose
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// don't load persistant data during deathmatch
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//
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// 336 10/16/98 2:27a Jimdose
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// Added Endlevel
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// saved godmode and notarget on level change
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// made cameras work cross level and in savegames
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//
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// 335 10/16/98 2:18a Aldie
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// Took out mutant movement when in single player mutant mode
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//
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// 334 10/14/98 10:58p Jimdose
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// player now archives fov, viewmode, and skin damage
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//
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// 333 10/14/98 6:29p Markd
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// Put in STAT_EXITSIGN
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//
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// 332 10/14/98 5:34p Aldie
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// Mutant stuff
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//
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// 331 10/14/98 1:19a Jimdose
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// Got cross-level persistant info working
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//
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// 330 10/12/98 8:54p Aldie
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// Process player killed events
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//
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// 329 10/12/98 8:44p Jimdose
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// Rewrote init function
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// started adding persistant functions
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//
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// 328 10/12/98 12:59p Markd
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// Fixed vehicle entering which messed up intro
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//
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// 327 10/11/98 9:03p Aldie
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// Updated Killed to clear mutant status
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//
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// 326 10/11/98 7:40p Aldie
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// Mutate and restore commands for Richard
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//
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// 325 10/11/98 5:46p Aldie
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// Obituaries
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//
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// 324 10/11/98 5:33p Aldie
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// Fix a couple init bugs
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//
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// 323 10/11/98 12:02a Aldie
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// Adrenaline effects
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//
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// 322 10/10/98 9:58p Aldie
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// Fixed mutant mode bug and changed alpha for PODD.
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//
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// 321 10/10/98 9:14p Aldie
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// Death message and fix camera in spidermines
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//
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// 320 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 319 10/09/98 8:59p Aldie
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// Moved oxygen to player
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//
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// 318 10/09/98 4:54p Markd
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// Replaced misc script code with ExecuteThread
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//
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// 317 10/09/98 2:06a Aldie
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// Updated DMFLAGS
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//
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// 316 10/08/98 7:24p Markd
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// changed vehicle movetype from noclip to vehicle
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//
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// 315 10/07/98 11:57p Jimdose
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// Added SetDeltaAngles
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// Moved old_pmove out of client
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// Moved PlayerFrozen to game
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// Init isn't called until client enters game
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// Got rid of MonsterGoal
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//
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// 314 10/03/98 1:09p Aldie
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// Fix a bug with flashcolor
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//
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// 313 10/02/98 7:19p Aldie
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// Added flash color to do blinding flashes
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//
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// 312 9/30/98 11:22p Markd
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// Changed taunts from volume 2 to volume 1
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//
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// 311 9/30/98 11:11p Markd
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// Limited fov in deathmatch
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//
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// 310 9/30/98 5:39p Aldie
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// Added showinfo command
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//
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|
|
// 309 9/30/98 3:42p Markd
|
|
|
|
// put in bulletproofing for start thread functions
|
|
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|
//
|
|
|
|
// 308 9/30/98 1:25p Aldie
|
|
|
|
// Gib on ion destruct
|
|
|
|
//
|
|
|
|
// 307 9/29/98 5:34p Aldie
|
|
|
|
// Moved gravity nodes to it's own function to fix goddam compiler bug
|
|
|
|
//
|
|
|
|
// 306 9/29/98 2:59p Markd
|
|
|
|
// tried reformatting gravpath stuff
|
|
|
|
//
|
|
|
|
// 305 9/29/98 2:12p Aldie
|
|
|
|
// Trying to fix grav release bug
|
|
|
|
//
|
|
|
|
// 304 9/28/98 5:51p Markd
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|
|
|
//
|
|
|
|
// 303 9/28/98 4:34p Markd
|
|
|
|
// added "player_in_vehicle" variable for scripting
|
|
|
|
//
|
|
|
|
// 302 9/28/98 4:07p Aldie
|
|
|
|
// Added oxygen powerup
|
|
|
|
//
|
|
|
|
// 301 9/27/98 6:28p Aldie
|
|
|
|
// Added water, slime, and lava colors to worldspawn
|
|
|
|
//
|
|
|
|
// 300 9/26/98 4:45p Aldie
|
|
|
|
// Added mutant mode
|
|
|
|
//
|
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|
|
// 299 9/24/98 1:48a Markd
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// Made taunts double volume
|
|
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|
//
|
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// 298 9/23/98 10:08p Aldie
|
|
|
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// Gib on a ION_DESTRUCT
|
|
|
|
//
|
|
|
|
// 297 9/22/98 8:10p Aldie
|
|
|
|
// Initialize some variables causing head bobbing
|
|
|
|
//
|
|
|
|
// 296 9/22/98 5:19p Markd
|
|
|
|
// Put in new consolidated gib function
|
|
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|
//
|
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// 295 9/22/98 3:27p Markd
|
|
|
|
// Took out old variable
|
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|
//
|
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// 294 9/22/98 3:21p Markd
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|
|
// put in parentmode lockout for blood and gibs
|
|
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|
//
|
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// 293 9/22/98 2:42p Aldie
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|
|
|
// Fixed health ticking below 100 when over 100 in prethink
|
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|
|
//
|
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|
|
// 292 9/22/98 12:14p Aldie
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|
|
|
// Added sentientFrozen and exit consoles when you take pain.
|
|
|
|
//
|
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|
// 291 9/21/98 1:34a Aldie
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|
|
// Only do obits in deathmatch
|
|
|
|
//
|
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|
|
// 290 9/20/98 5:11p Aldie
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|
|
|
// Fixed a crash with the "give" command
|
|
|
|
//
|
|
|
|
// 289 9/19/98 4:47p Markd
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|
|
// fixed music stuff and added actionincrement to weapons
|
|
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|
//
|
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|
|
// 288 9/18/98 10:58p Jimdose
|
|
|
|
// Added spawnactor and actorinfo
|
|
|
|
//
|
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|
|
// 287 9/17/98 8:02p Jimdose
|
|
|
|
// Removed blending for underwater
|
|
|
|
//
|
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|
|
// 286 9/17/98 1:48p Markd
|
|
|
|
// Fixed swimmin animations
|
|
|
|
//
|
|
|
|
// 285 9/16/98 8:58p Aldie
|
|
|
|
// Added ability to do a hold down weapon charge
|
|
|
|
//
|
|
|
|
// 284 9/16/98 3:13p Aldie
|
|
|
|
// Initialize poweruptype
|
|
|
|
//
|
|
|
|
// 283 9/14/98 4:15p Markd
|
|
|
|
// zero out velocity when entering vehicles
|
|
|
|
//
|
|
|
|
// 282 9/12/98 12:13a Jimdose
|
|
|
|
// NearestNode was being called even when ai_createnodes was not set
|
|
|
|
//
|
|
|
|
// 281 9/11/98 5:03p Aldie
|
|
|
|
// Initialize draw overlay
|
|
|
|
//
|
|
|
|
// 280 9/11/98 2:49p Aldie
|
|
|
|
// Fixed death message causing crash and added release firing.
|
|
|
|
//
|
|
|
|
// 279 9/10/98 8:53p Markd
|
|
|
|
// put in proper falling and landing animation thresholds.
|
|
|
|
//
|
|
|
|
// 278 9/10/98 12:45p Markd
|
|
|
|
// Added whereami support
|
|
|
|
//
|
|
|
|
// 277 9/09/98 5:06p Markd
|
|
|
|
// Added savefov and restorefov, also added fov change when teleporting
|
|
|
|
//
|
|
|
|
// 276 9/09/98 3:03p Markd
|
|
|
|
// fixed deathmatch camera
|
|
|
|
//
|
|
|
|
// 275 9/07/98 6:21p Markd
|
|
|
|
// cleared out velocity when in vehicle. Also don't use death cam when in
|
|
|
|
// single player
|
|
|
|
//
|
|
|
|
// 274 9/07/98 5:28p Markd
|
|
|
|
// Fixed player kickangles while jumping, fixed prediciton while in the camera
|
|
|
|
//
|
|
|
|
// 273 9/05/98 6:20p Markd
|
|
|
|
// Fixed player bouncing with kick angles
|
|
|
|
//
|
|
|
|
// 272 9/05/98 6:03p Markd
|
|
|
|
// fixed next weapon and previous weapon in helicopter
|
|
|
|
//
|
|
|
|
// 271 9/05/98 12:11p Aldie
|
|
|
|
// Fixed up falling damage flags and init'ed poweruptimer/poweruptype
|
|
|
|
//
|
|
|
|
// 270 9/03/98 4:55p Jimdose
|
|
|
|
// Tweaked kick code
|
|
|
|
//
|
|
|
|
// 269 9/02/98 7:47p Aldie
|
|
|
|
// Added ValidPlayerModels list
|
|
|
|
//
|
|
|
|
// 268 9/02/98 12:54p Markd
|
|
|
|
// put in proper teleportation stuff
|
|
|
|
//
|
|
|
|
// 267 9/02/98 11:57a Markd
|
|
|
|
// Put in walk_fire
|
|
|
|
//
|
|
|
|
// 266 9/02/98 11:40a Markd
|
|
|
|
// really freeze the player when frozen
|
|
|
|
//
|
|
|
|
// 265 9/01/98 7:46p Aldie
|
|
|
|
// Added itemname to inventory stuff
|
|
|
|
//
|
|
|
|
// 264 9/01/98 12:10p Markd
|
|
|
|
// fixed run_firing while crouching
|
|
|
|
//
|
|
|
|
// 263 8/31/98 7:45p Aldie
|
|
|
|
// Updated surface data structure and removed surfinfo field
|
|
|
|
//
|
|
|
|
// 262 8/31/98 7:16p Markd
|
|
|
|
// Fixed player animation naming convention
|
|
|
|
//
|
|
|
|
// 261 8/31/98 5:42p Aldie
|
|
|
|
// Changed powerups timer, added cloak
|
|
|
|
//
|
|
|
|
// 260 8/30/98 7:29p Markd
|
|
|
|
// Put in auto-dead camera where after 10 seconds, player will follow the
|
|
|
|
// endnode1 path
|
|
|
|
//
|
|
|
|
// 259 8/29/98 9:45p Jimdose
|
|
|
|
// Added call info to G_Trace
|
|
|
|
//
|
|
|
|
// 258 8/28/98 8:06p Markd
|
|
|
|
// made crosshair change when targetting
|
|
|
|
//
|
|
|
|
// 257 8/28/98 7:54p Markd
|
|
|
|
// Put in taunttime govenor on taunting
|
|
|
|
//
|
|
|
|
// 256 8/28/98 4:13p Markd
|
|
|
|
// Made taunt into a VoiceSound so that AI would interact
|
|
|
|
//
|
|
|
|
// 255 8/27/98 9:03p Jimdose
|
|
|
|
// Made grav a reference
|
|
|
|
//
|
|
|
|
// 254 8/27/98 7:17p Aldie
|
|
|
|
// Don't draw the weapon when in a console.
|
|
|
|
//
|
|
|
|
// 253 8/27/98 6:23p Jimdose
|
|
|
|
// Fixed bug with player walking in place
|
|
|
|
//
|
|
|
|
// 252 8/27/98 4:50p Markd
|
|
|
|
// Fixed falling damage and detach things when dead
|
|
|
|
//
|
|
|
|
// 251 8/27/98 2:30p Aldie
|
|
|
|
// Added adrenaline and more gravity stuff
|
|
|
|
//
|
|
|
|
// 250 8/26/98 8:47p Aldie
|
|
|
|
// Removed a printf
|
|
|
|
//
|
|
|
|
// 249 8/26/98 8:46p Aldie
|
|
|
|
// Put in velocity limiter for the gravity path nodes
|
|
|
|
//
|
|
|
|
// 248 8/26/98 6:19p Aldie
|
|
|
|
// Fix for spidermine cameras
|
|
|
|
//
|
|
|
|
// 247 8/25/98 8:02p Jimdose
|
|
|
|
// Now get the gravaxis from the starting location
|
|
|
|
//
|
|
|
|
// 246 8/25/98 7:54p Markd
|
|
|
|
// Added third-person crosshair back into the game
|
|
|
|
//
|
|
|
|
// 245 8/25/98 6:18p Aldie
|
|
|
|
// New spidermine and detonator support
|
|
|
|
//
|
|
|
|
// 244 8/25/98 5:50p Markd
|
|
|
|
// Added THIRDPERSON support for client side crosshair
|
|
|
|
//
|
|
|
|
// 243 8/25/98 4:11p Markd
|
|
|
|
// Added taunt support
|
|
|
|
//
|
|
|
|
// 242 8/24/98 6:53p Jimdose
|
|
|
|
// Fixed falling damage on alternate gravity axis
|
|
|
|
// Fixed bug with inverted gravity axis
|
|
|
|
//
|
|
|
|
// 241 8/24/98 5:35p Aldie
|
|
|
|
// Added projectile camera functionality
|
|
|
|
//
|
|
|
|
// 240 8/24/98 3:49p Jimdose
|
|
|
|
// Fixed bug with inverted gravity axis
|
|
|
|
// Made fabric cause no falling damage
|
|
|
|
//
|
|
|
|
// 239 8/24/98 11:32a Markd
|
|
|
|
// Added Start method to threads, repladed all ProcessEvent(
|
|
|
|
// EV_ScriptThread_execute) with thread->Start( -1 )
|
|
|
|
//
|
|
|
|
// 238 8/22/98 9:57p Markd
|
|
|
|
// Only clear fade if not a cinematic
|
|
|
|
//
|
|
|
|
// 237 8/22/98 9:36p Jimdose
|
|
|
|
// Added support for alternate gravity axis
|
|
|
|
//
|
|
|
|
// 236 8/22/98 1:22a Markd
|
|
|
|
// Added Director.PlayerSpawned call, also made skipthread make sure there is
|
|
|
|
// at least one character
|
|
|
|
//
|
|
|
|
// 235 8/21/98 7:38p Markd
|
|
|
|
// Fixed climbing code
|
|
|
|
//
|
|
|
|
// 234 8/21/98 6:36p Markd
|
|
|
|
// made it so climbing works when climbing down as well
|
|
|
|
//
|
|
|
|
// 233 8/21/98 3:47p Markd
|
|
|
|
// Only exit camera if strafing or movement are above a threshold
|
|
|
|
//
|
|
|
|
// 232 8/21/98 1:05a Jimdose
|
|
|
|
// Got the movement and the model angles working for the alt-gravity stuff
|
|
|
|
//
|
|
|
|
// 231 8/19/98 7:45p Jimdose
|
|
|
|
// Fixed viewhieght during noclip
|
|
|
|
//
|
|
|
|
// 230 8/19/98 4:48p Aldie
|
|
|
|
// Fixed a bug in falling damage
|
|
|
|
//
|
|
|
|
// 229 8/18/98 11:08p Markd
|
|
|
|
// Added new Alias System
|
|
|
|
//
|
|
|
|
// 228 8/18/98 10:02p Jimdose
|
|
|
|
// Changed ClearPathTo to CheckMove
|
|
|
|
//
|
|
|
|
// 227 8/17/98 8:59p Jimdose
|
|
|
|
// Added WhatIs
|
|
|
|
//
|
|
|
|
// 226 8/17/98 7:45p Markd
|
|
|
|
// Added lava and slime
|
|
|
|
//
|
|
|
|
// 225 8/17/98 6:19p Markd
|
|
|
|
// Changed SetCamera to a Player method
|
|
|
|
// Got out of cinematic if in Pain
|
|
|
|
//
|
|
|
|
// 224 8/17/98 4:34p Markd
|
|
|
|
// Put in camera exiting and no-falling-damage
|
|
|
|
//
|
|
|
|
// 223 8/17/98 3:28p Jimdose
|
|
|
|
// Started adding code for varying gravity vectors
|
|
|
|
//
|
|
|
|
// 222 8/17/98 2:56p Aldie
|
|
|
|
// Added weapon use command
|
|
|
|
//
|
|
|
|
// 221 8/15/98 3:00p Markd
|
|
|
|
// Fixed camera/console issues with weapons
|
|
|
|
//
|
|
|
|
// 220 8/14/98 8:14p Aldie
|
|
|
|
// Added generic overlay system
|
|
|
|
//
|
|
|
|
// 219 8/13/98 8:11p Markd
|
|
|
|
// Made sure invulnerability gets reset in Init function
|
|
|
|
//
|
|
|
|
// 218 8/13/98 8:11p Aldie
|
|
|
|
// Don't do pain animation if damage is below threshold
|
|
|
|
//
|
|
|
|
// 217 8/13/98 1:53p Aldie
|
|
|
|
// Fixed initialization of pm
|
|
|
|
//
|
|
|
|
// 216 8/12/98 6:03p Aldie
|
|
|
|
// Added a shield timer
|
|
|
|
//
|
|
|
|
// 215 8/07/98 6:46p Aldie
|
|
|
|
// If you're dead, don't do prediction
|
|
|
|
//
|
|
|
|
// 214 8/07/98 6:00p Aldie
|
|
|
|
// Credit frags to the correct player when falling damage kills someone.
|
|
|
|
//
|
|
|
|
// 213 8/06/98 10:29p Markd
|
|
|
|
// Scaled down debris damage
|
|
|
|
//
|
|
|
|
// 212 8/06/98 7:05p Markd
|
|
|
|
// Added crouch flag to effects
|
|
|
|
//
|
|
|
|
// 211 8/03/98 7:36p Markd
|
|
|
|
// Put in debris damage
|
|
|
|
//
|
|
|
|
// 210 8/03/98 1:15p Aldie
|
|
|
|
// Added QuantumD to give all
|
|
|
|
//
|
|
|
|
// 209 8/02/98 9:00p Markd
|
|
|
|
// Merged code 3.17
|
|
|
|
//
|
|
|
|
// 208 7/31/98 8:09p Jimdose
|
|
|
|
// Script commands now include flags to indicate cheats and console commands
|
|
|
|
//
|
|
|
|
// 207 7/31/98 4:20p Jimdose
|
|
|
|
// Added GiveHealthCheat
|
|
|
|
//
|
|
|
|
// 206 7/30/98 9:28p Jimdose
|
|
|
|
// Allows the Give cheat if Cheats are enabled
|
|
|
|
//
|
|
|
|
// 205 7/29/98 2:32p Aldie
|
|
|
|
// Changed health to a float
|
|
|
|
//
|
|
|
|
// 204 7/26/98 2:14p Aldie
|
|
|
|
// Force respawns in single player
|
|
|
|
//
|
|
|
|
// 203 7/26/98 1:56p Aldie
|
|
|
|
// Respawn automatically
|
|
|
|
//
|
|
|
|
// 202 7/26/98 12:34p Jimdose
|
|
|
|
// Changed cheat codes
|
|
|
|
//
|
|
|
|
// 201 7/26/98 9:34a Markd
|
|
|
|
// Took out ToggleViewMode while in a vehicle
|
|
|
|
//
|
|
|
|
// 200 7/26/98 4:15a Aldie
|
|
|
|
// Exit console = show stats
|
|
|
|
//
|
|
|
|
// 199 7/26/98 1:18a Aldie
|
|
|
|
// Camera based consoles
|
|
|
|
//
|
|
|
|
// 198 7/26/98 12:50a Markd
|
|
|
|
// only do a reload on use, if not using something else
|
|
|
|
//
|
|
|
|
// 197 7/26/98 12:45a Aldie
|
|
|
|
// Try to fix player death stuck anims
|
|
|
|
//
|
|
|
|
// 196 7/25/98 7:13p Markd
|
|
|
|
// forgot to if_demo the spider mines
|
|
|
|
//
|
|
|
|
// 195 7/25/98 7:04p Markd
|
|
|
|
// Eliminated unused weapons for demo
|
|
|
|
//
|
|
|
|
// 194 7/25/98 5:42p Markd
|
|
|
|
// Fixed player runfire bug
|
|
|
|
//
|
|
|
|
// 193 7/25/98 5:23p Markd
|
|
|
|
// Added GotKill to player
|
|
|
|
//
|
|
|
|
// 192 7/25/98 4:36p Aldie
|
|
|
|
// Fade stuff
|
|
|
|
//
|
|
|
|
// 191 7/24/98 10:04p Aldie
|
|
|
|
// Gibs and fade tweaks
|
|
|
|
//
|
|
|
|
// 190 7/24/98 7:33p Aldie
|
|
|
|
// Changed method for hiding hud
|
|
|
|
//
|
|
|
|
// 189 7/24/98 6:22p Jimdose
|
|
|
|
// Falling damage is now based on surface type (grass, concrete, wood, etc.)
|
|
|
|
//
|
|
|
|
// 188 7/24/98 3:48p Aldie
|
|
|
|
// Fixed splashing sounds and hardcoded models, etc...
|
|
|
|
//
|
|
|
|
// 187 7/23/98 9:56p Aldie
|
|
|
|
// Fixed obits and added hud command.
|
|
|
|
//
|
|
|
|
// 186 7/23/98 7:12p Aldie
|
|
|
|
// Fun with gibs
|
|
|
|
//
|
|
|
|
// 185 7/23/98 6:17p Aldie
|
|
|
|
// Updated damage system and fixed some damage related bugs. Also put tracers
|
|
|
|
// back to the way they were, and added gib event to funcscriptmodels
|
|
|
|
//
|
|
|
|
// 184 7/23/98 1:50p Aldie
|
|
|
|
// give armor in give all
|
|
|
|
//
|
|
|
|
// 183 7/23/98 12:29p Markd
|
|
|
|
// Put in climbing support
|
|
|
|
//
|
|
|
|
// 182 7/22/98 10:21p Markd
|
|
|
|
// Added support for multi-handed weapons and firing
|
|
|
|
//
|
|
|
|
// 181 7/22/98 7:03p Aldie
|
|
|
|
// More MOD messages and remove actors when we clean them out.
|
|
|
|
//
|
|
|
|
// 180 7/22/98 5:28p Markd
|
|
|
|
// FIxed third person camera stuff
|
|
|
|
//
|
|
|
|
// 179 7/21/98 9:04p Markd
|
|
|
|
// Added UpdateMusic and stuff
|
|
|
|
//
|
|
|
|
// 178 7/21/98 1:10p Aldie
|
|
|
|
// Added meansofdeath to obituaries
|
|
|
|
//
|
|
|
|
// 177 7/20/98 6:54p Aldie
|
|
|
|
// Moved cancellation of fades to init function
|
|
|
|
//
|
|
|
|
// 176 7/20/98 5:40p Aldie
|
|
|
|
// Fixed selected item stats.
|
|
|
|
//
|
|
|
|
// 175 7/20/98 12:09p Markd
|
|
|
|
// Added vehicle anim support
|
|
|
|
//
|
|
|
|
// 174 7/19/98 10:18p Aldie
|
|
|
|
// You should not be able to override the death animation.
|
|
|
|
//
|
|
|
|
// 173 7/19/98 7:38p Markd
|
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|
|
// Made sure to get rid of ENVMAPPED and DLIGHT in Init function
|
|
|
|
//
|
|
|
|
// 172 7/19/98 5:40p Markd
|
|
|
|
// Fixed shields, added takeItem support
|
|
|
|
//
|
|
|
|
// 171 7/19/98 3:42p Markd
|
|
|
|
// Fixed fade out to all players
|
|
|
|
//
|
|
|
|
// 170 7/18/98 7:36p Aldie
|
|
|
|
// Added support for fades
|
|
|
|
//
|
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|
|
// 169 7/18/98 4:02p Markd
|
|
|
|
// Added vehicle check for snapintial
|
|
|
|
//
|
|
|
|
// 168 7/18/98 3:53p Markd
|
|
|
|
// Put in vehicle code that prevents the player from going into other
|
|
|
|
// animations while in vehicle
|
|
|
|
//
|
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|
|
// 167 7/17/98 4:01p Markd
|
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|
|
// Added UseWeapon method and weapons for vehicle
|
|
|
|
//
|
|
|
|
// 166 7/17/98 11:31a Aldie
|
|
|
|
// Added clipammo and some reloading stuff when the player switches weaps
|
|
|
|
//
|
|
|
|
// 165 7/15/98 11:23p Markd
|
|
|
|
// Added FL_SHIELDS support
|
|
|
|
//
|
|
|
|
// 164 7/15/98 9:58p Markd
|
|
|
|
// Clear out environment mapping when respawning
|
|
|
|
//
|
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|
|
// 163 7/15/98 12:00a Markd
|
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|
|
// Added location based pain animations
|
|
|
|
//
|
|
|
|
// 162 7/14/98 9:54p Markd
|
|
|
|
// Fixed camera stuff
|
|
|
|
//
|
|
|
|
// 161 7/14/98 5:37a Jimdose
|
|
|
|
// Removed definition of player height (already in q_shared.h)
|
|
|
|
//
|
|
|
|
// 160 7/14/98 5:35a Jimdose
|
|
|
|
// Removed unused variable "bob"
|
|
|
|
// now initializing v_dmg_time. Should fix bug where player's view is screwy
|
|
|
|
// when starting a new map
|
|
|
|
//
|
|
|
|
// 159 7/13/98 5:00p Aldie
|
|
|
|
// Added dead player bodies with gibbing
|
|
|
|
//
|
|
|
|
// 158 7/12/98 9:48p Markd
|
|
|
|
// Fixed weird lerping problem when pausing and unpausing the game and viewing
|
|
|
|
// from a cinematic camera or third person. Turned out that
|
|
|
|
// client->ps.pmove.origin was being overwritten by incoming client movement
|
|
|
|
// commands. So when you have an external camera, the origin is saved and
|
|
|
|
// restored around pmove movement.
|
|
|
|
//
|
|
|
|
// 157 7/12/98 6:34p Markd
|
|
|
|
// Fixed camera stuff so that player automatically warps to camera properly
|
|
|
|
//
|
|
|
|
// 156 7/11/98 8:58p Markd
|
|
|
|
// Added testthread command
|
|
|
|
//
|
|
|
|
// 155 7/11/98 8:22p Jimdose
|
|
|
|
// Players are no longer non-solid when the respawn
|
|
|
|
//
|
|
|
|
// 154 7/10/98 11:18p Jimdose
|
|
|
|
// Removed third-person crosshair
|
|
|
|
//
|
|
|
|
// 153 7/10/98 11:11p Jimdose
|
|
|
|
// Players only swim when the water is deep enough
|
|
|
|
// no longer switch weapons after dropping them when killed
|
|
|
|
//
|
|
|
|
// 152 7/09/98 11:39p Aldie
|
|
|
|
// Don't draw scores when in DM
|
|
|
|
//
|
|
|
|
// 151 7/09/98 10:39p Aldie
|
|
|
|
// Moved bodyparts to game
|
|
|
|
//
|
|
|
|
// 150 7/08/98 3:11p Aldie
|
|
|
|
// First try at spectator mode
|
|
|
|
//
|
|
|
|
// 149 7/07/98 8:06p Aldie
|
|
|
|
// Spectator and dead stuff
|
|
|
|
//
|
|
|
|
// 148 7/07/98 6:08p Aldie
|
|
|
|
// Gibs, drop weaps, water swim
|
|
|
|
//
|
|
|
|
// 147 7/03/98 12:02p Aldie
|
|
|
|
// Made player init on the model specified in client data
|
|
|
|
//
|
|
|
|
// 146 7/01/98 7:02p Aldie
|
|
|
|
// Mission computer and removed some crosshair stuff for zoom
|
|
|
|
//
|
|
|
|
// 145 7/01/98 4:38p Aldie
|
|
|
|
// Moved some stats around
|
|
|
|
//
|
|
|
|
// 144 6/28/98 3:43p Markd
|
|
|
|
// removed precaching from player
|
|
|
|
//
|
|
|
|
// 143 6/27/98 4:25p Aldie
|
|
|
|
// Made a STAT_WEAPONLIST
|
|
|
|
//
|
|
|
|
// 142 6/25/98 8:47p Markd
|
|
|
|
// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
|
|
|
|
// method
|
|
|
|
//
|
|
|
|
// 141 6/25/98 7:31p Aldie
|
|
|
|
// Changed the armor stats
|
|
|
|
//
|
|
|
|
// 140 6/24/98 1:37p Aldie
|
|
|
|
// Implementation of inventory system and picking stuff up
|
|
|
|
//
|
|
|
|
// 139 6/22/98 2:04p Jimdose
|
|
|
|
// Added vehicles back in
|
|
|
|
// Organized the control code a bit more. May want to make physics into a
|
|
|
|
// class
|
|
|
|
//
|
|
|
|
// 138 6/20/98 6:21p Aldie
|
|
|
|
// Added modelindex for inventory stat
|
|
|
|
//
|
|
|
|
// 137 6/20/98 2:13p Aldie
|
|
|
|
// Inventory system stats
|
|
|
|
//
|
|
|
|
// 136 6/19/98 6:36p Aldie
|
|
|
|
// Put some more inventory managment back in
|
|
|
|
//
|
|
|
|
// 135 6/18/98 9:25p Aldie
|
|
|
|
// Added inventory commands
|
|
|
|
//
|
|
|
|
// 134 6/18/98 3:57p Aldie
|
|
|
|
// Changed the zooming alpha belnd color
|
|
|
|
//
|
|
|
|
// 133 6/17/98 5:41p Aldie
|
|
|
|
// Returned scale of player back to normal
|
|
|
|
//
|
|
|
|
// 132 6/17/98 3:03p Markd
|
|
|
|
// Changed NumArgs back to previous behavior
|
|
|
|
//
|
|
|
|
// 131 6/17/98 2:47p Markd
|
|
|
|
// Inverted roll on player
|
|
|
|
//
|
|
|
|
// 130 6/17/98 10:54a Aldie
|
|
|
|
// Removed the scaling of player's pitch
|
|
|
|
//
|
|
|
|
// 129 6/15/98 10:48p Jimdose
|
|
|
|
// Added AddPathNode
|
|
|
|
//
|
|
|
|
// 128 6/13/98 8:20p Jimdose
|
|
|
|
// Removed optimize path stuff
|
|
|
|
//
|
|
|
|
// 127 6/10/98 7:53p Markd
|
|
|
|
// Made NumArgs behave correctly like argc
|
|
|
|
//
|
|
|
|
// 126 6/10/98 2:10p Aldie
|
|
|
|
// Updated damage function.
|
|
|
|
//
|
|
|
|
// 125 6/08/98 7:12p Markd
|
|
|
|
// put in assertions for ammo_types and armor_types so that the game would not
|
|
|
|
// crash
|
|
|
|
//
|
|
|
|
// 124 6/08/98 7:15p Aldie
|
|
|
|
// Added SpiderMines
|
|
|
|
//
|
|
|
|
// 123 6/08/98 11:34a Aldie
|
|
|
|
// Updated "give all" command
|
|
|
|
//
|
|
|
|
// 122 6/05/98 6:25p Aldie
|
|
|
|
// Added armor stats to player
|
|
|
|
//
|
|
|
|
// 121 6/04/98 4:35p Markd
|
|
|
|
// changed action_level decay
|
|
|
|
//
|
|
|
|
// 120 6/03/98 4:38p Markd
|
|
|
|
// Added gunoffset and gunangle, changed the way weapons work with the camera,
|
|
|
|
// removed weapon parameter from SetCamerablablah
|
|
|
|
//
|
|
|
|
// 119 5/28/98 8:01p Markd
|
|
|
|
// Clamped action_level at 80
|
|
|
|
//
|
|
|
|
// 118 5/28/98 7:17p Markd
|
|
|
|
// Tweaked music and action_level
|
|
|
|
//
|
|
|
|
// 117 5/28/98 6:01p Markd
|
|
|
|
// moved action_level stuff around
|
|
|
|
//
|
|
|
|
// 116 5/27/98 8:36p Markd
|
|
|
|
// Put in swimming, got rid of some "Give All" weapons
|
|
|
|
//
|
|
|
|
// 115 5/27/98 7:04a Markd
|
|
|
|
// put in primitive action level
|
|
|
|
//
|
|
|
|
// 114 5/27/98 6:32a Markd
|
|
|
|
// cleared out damageskin state in respawn
|
|
|
|
//
|
|
|
|
// 113 5/27/98 5:21a Markd
|
|
|
|
// switched order of giveWeapon's
|
|
|
|
//
|
|
|
|
// 112 5/26/98 7:55p Jimdose
|
|
|
|
// added scripted cameras
|
|
|
|
//
|
|
|
|
// 111 5/26/98 4:45p Aldie
|
|
|
|
// Added take (object) from player
|
|
|
|
//
|
|
|
|
// 110 5/25/98 1:39p Aldie
|
|
|
|
// Added create console user
|
|
|
|
//
|
|
|
|
// 109 5/26/98 4:37a Jimdose
|
|
|
|
// Third person camera works again
|
|
|
|
// Added tracking crosshair
|
|
|
|
//
|
|
|
|
// 108 5/26/98 1:54a Markd
|
|
|
|
// Fixed up a bunch of player sounds
|
|
|
|
//
|
|
|
|
// 107 5/25/98 6:47p Jimdose
|
|
|
|
// Made animateframe, prethink and posthink into functions built into the base
|
|
|
|
// entity class
|
|
|
|
//
|
|
|
|
// 106 5/24/98 8:46p Jimdose
|
|
|
|
// Made a lot of functions more str-friendly.
|
|
|
|
// Got rid of a lot of char * based strings
|
|
|
|
// Cleaned up get spawn arg functions and sound functions
|
|
|
|
// sound functions now use consistant syntax
|
|
|
|
//
|
|
|
|
// 105 5/24/98 4:48p Jimdose
|
|
|
|
// Made char *'s const
|
|
|
|
//
|
|
|
|
// 104 5/24/98 1:04a Jimdose
|
|
|
|
// Added sound events for ai
|
|
|
|
//
|
|
|
|
// 103 5/22/98 12:22p Aldie
|
|
|
|
// Removed unused variable from player struct
|
|
|
|
//
|
|
|
|
// 102 5/22/98 12:17p Aldie
|
|
|
|
// Added gravity paths and updated earthquake effect
|
|
|
|
//
|
|
|
|
// 101 5/20/98 10:22p Aldie
|
|
|
|
// Added earthquake effects
|
|
|
|
//
|
|
|
|
// 100 5/18/98 8:14p Jimdose
|
|
|
|
// Renamed Navigator back to PathManager
|
|
|
|
//
|
|
|
|
// 99 5/16/98 5:00p Markd
|
|
|
|
// Added RF_XFLIP stuff
|
|
|
|
//
|
|
|
|
// 98 5/13/98 4:49p Jimdose
|
|
|
|
// Now use SafePtrs for keeping track of nodes
|
|
|
|
//
|
|
|
|
// 97 5/11/98 3:19p Markd
|
|
|
|
// Changed zoom-in and zoom-out sounds
|
|
|
|
//
|
|
|
|
// 96 5/11/98 2:19p Markd
|
|
|
|
// Fixed randomsound stuff
|
|
|
|
//
|
|
|
|
// 95 5/11/98 11:25a Markd
|
|
|
|
// Added new weapons
|
|
|
|
//
|
|
|
|
// 94 5/09/98 7:44p Markd
|
|
|
|
// Added gunmodel, gunframe and gunindex for other side gun animations
|
|
|
|
//
|
|
|
|
// 93 5/08/98 7:01p Markd
|
|
|
|
// Took out RF_SHELL flags
|
|
|
|
//
|
|
|
|
// 92 5/07/98 11:23p Markd
|
|
|
|
// Added playerframe, playeranim and playerindex to playerstate
|
|
|
|
//
|
|
|
|
// 91 5/07/98 10:46p Aldie
|
|
|
|
// Fixed players exiting consoles.
|
|
|
|
//
|
|
|
|
// 90 5/07/98 10:43p Jimdose
|
|
|
|
// working on cameras and archiving
|
|
|
|
//
|
|
|
|
// 89 5/05/98 2:40p Jimdose
|
|
|
|
// Added support for new camera system.
|
|
|
|
// Rewrote a lot of stuff to allow a clean separation between the camera
|
|
|
|
// control variables in client and the Player entity. This allows a much
|
|
|
|
// easier interface for creating new camera views
|
|
|
|
//
|
|
|
|
// 88 5/03/98 4:46p Jimdose
|
|
|
|
// Added camera view
|
|
|
|
// changed Vector class. Aliased vectors via pointsTo no longer supported.
|
|
|
|
//
|
|
|
|
// 87 5/02/98 4:24p Jimdose
|
|
|
|
// Added FL_BLOOD to player
|
|
|
|
//
|
|
|
|
// 86 5/01/98 6:15p Jimdose
|
|
|
|
// Made Respawn an event so that Trigger_Hurt wouldn't rekill a player after
|
|
|
|
// respawn
|
|
|
|
//
|
|
|
|
// 85 5/01/98 5:55p Aldie
|
|
|
|
// Removed debugging printf's
|
|
|
|
//
|
|
|
|
// 84 4/29/98 5:38p Jimdose
|
|
|
|
// Added death messages
|
|
|
|
// Sniper rifle zooms out before changing weapon
|
|
|
|
// fov no longer a cheat and is persistant across respawns
|
|
|
|
//
|
|
|
|
// 83 4/27/98 6:09p Jimdose
|
|
|
|
// Changed alpha on debug lines
|
|
|
|
//
|
|
|
|
// 82 4/27/98 4:12p Jimdose
|
|
|
|
// Working on path placement
|
|
|
|
//
|
|
|
|
// 81 4/21/98 2:25p Aldie
|
|
|
|
// Added enterconsole and exit console events.
|
|
|
|
//
|
|
|
|
// 80 4/20/98 5:44p Jimdose
|
|
|
|
// working on ai
|
|
|
|
//
|
|
|
|
// 79 4/20/98 2:45p Jimdose
|
|
|
|
// working on ai
|
|
|
|
//
|
|
|
|
// 78 4/18/98 6:10p Aldie
|
|
|
|
// Updated ammo stats.
|
|
|
|
//
|
|
|
|
// 77 4/18/98 4:24p Aldie
|
|
|
|
// Added ammo bar to stats.
|
|
|
|
//
|
|
|
|
// 76 4/18/98 4:06p Jimdose
|
|
|
|
// Working on ai
|
|
|
|
//
|
|
|
|
// 75 4/18/98 3:17p Markd
|
|
|
|
// Changed view weapon naming convention
|
|
|
|
//
|
|
|
|
// 74 4/18/98 3:02p Jimdose
|
|
|
|
// Added ai_createnodes and ai_showpath
|
|
|
|
// working on ai
|
|
|
|
//
|
|
|
|
// 73 4/16/98 6:22p Jimdose
|
|
|
|
//
|
|
|
|
// 72 4/16/98 5:35p Aldie
|
|
|
|
// Change fov of sniperrifle
|
|
|
|
//
|
|
|
|
// 71 4/16/98 3:22p Jimdose
|
|
|
|
//
|
|
|
|
// 70 4/16/98 2:09p Jimdose
|
|
|
|
// Added prevframe support for guns
|
|
|
|
// No longer set SOLID_NOT in destructor (world may have been deleted, so the
|
|
|
|
// gi.link in setSolidType would crash)
|
|
|
|
//
|
|
|
|
// 69 4/09/98 8:44p Jimdose
|
|
|
|
// Added view blend effects
|
|
|
|
// added drowing
|
|
|
|
//
|
|
|
|
// 68 4/09/98 7:44p Aldie
|
|
|
|
// Added blending for sniper zoom.
|
|
|
|
//
|
|
|
|
// 67 4/08/98 5:32p Jimdose
|
|
|
|
// Fixed bug in SpawnEntity
|
|
|
|
// Added key/value pairs to spawn command
|
|
|
|
//
|
|
|
|
// 66 4/08/98 4:46p Jimdose
|
|
|
|
// Made weapon appear in third person view
|
|
|
|
// Secondary Use isn't sent until the weapon is ready
|
|
|
|
// Zoom mode overrides third person view.
|
|
|
|
//
|
|
|
|
// 65 4/07/98 11:55p Jimdose
|
|
|
|
// Changed beams to specify color
|
|
|
|
//
|
|
|
|
// 64 4/07/98 8:05p Jimdose
|
|
|
|
// Made use much more sensitive. Opens too many things at once, but, oh well.
|
|
|
|
//
|
|
|
|
// 63 4/07/98 6:41p Jimdose
|
|
|
|
// Fixed bugs in weapon code
|
|
|
|
// Added checks for being dead in various functions (changing weapons)
|
|
|
|
// working on making use more responsive
|
|
|
|
//
|
|
|
|
// 62 4/07/98 3:48p Aldie
|
|
|
|
// Added zooming crosshair
|
|
|
|
//
|
|
|
|
// 61 4/06/98 8:00p Jimdose
|
|
|
|
// Init resets your gravity to 1.0
|
|
|
|
//
|
|
|
|
// 60 4/06/98 7:10p Aldie
|
|
|
|
// Added zooming for SniperRifle
|
|
|
|
//
|
|
|
|
// 59 4/05/98 2:57a Jimdose
|
|
|
|
// added respawn_time
|
|
|
|
// made firing anim work temporarily
|
|
|
|
//
|
|
|
|
// 58 4/04/98 6:07p Jimdose
|
|
|
|
// Added events for syncing firing to animation
|
|
|
|
//
|
|
|
|
// 57 4/02/98 4:56p Jimdose
|
|
|
|
// Added pain, obituary and showscores
|
|
|
|
// Fixed bug in Init where persistant data was always being cleared
|
|
|
|
// ammo stats are now kept up to date
|
|
|
|
// Added falling and landing animations
|
|
|
|
//
|
|
|
|
// 56 3/31/98 1:40p Jimdose
|
|
|
|
// Removed footstep stuff (it's in entity now)
|
|
|
|
// jump sound is now played by the model
|
|
|
|
//
|
|
|
|
// 55 3/31/98 12:47p Jimdose
|
|
|
|
// Fixed the gunoffset
|
|
|
|
//
|
|
|
|
// 54 3/30/98 11:39p Markd
|
|
|
|
// Added modelIndex stuff
|
|
|
|
//
|
|
|
|
// 53 3/30/98 9:55p Jimdose
|
|
|
|
// Changed location of .def files
|
|
|
|
//
|
|
|
|
// 52 3/30/98 2:41p Jimdose
|
|
|
|
// Worked on weapons
|
|
|
|
// Fixed footstep. There weren't any 'break's in the switch statement
|
|
|
|
//
|
|
|
|
// 51 3/29/98 9:42p Jimdose
|
|
|
|
// Moved animation stuff to sentient
|
|
|
|
// Changed killed to an event
|
|
|
|
//
|
|
|
|
// 50 3/29/98 5:57p Jimdose
|
|
|
|
// Added SpawnEntity command
|
|
|
|
//
|
|
|
|
// 49 3/28/98 8:55p Jimdose
|
|
|
|
// Added pulse rifle
|
|
|
|
//
|
|
|
|
// 48 3/28/98 6:51p Jimdose
|
|
|
|
// Made the angles in player starts work
|
|
|
|
//
|
|
|
|
// 47 3/28/98 4:35p Jimdose
|
|
|
|
// Added kill command
|
|
|
|
// Added deathmatch starts
|
|
|
|
// You can no longer move your view when you're dead
|
|
|
|
//
|
|
|
|
// 46 3/27/98 10:00p Jimdose
|
|
|
|
// Changed all worldangle references to use setAngles
|
|
|
|
//
|
|
|
|
// 45 3/27/98 6:36p Jimdose
|
|
|
|
// Precached weapon models
|
|
|
|
// Added assault rifle
|
|
|
|
//
|
|
|
|
// 44 3/27/98 5:40p Jimdose
|
|
|
|
// Added third person view mode
|
|
|
|
// respawn now calls FreeInventory so that weapons don't carry over when you
|
|
|
|
// die
|
|
|
|
//
|
|
|
|
// 43 3/26/98 8:25p Jimdose
|
|
|
|
// Added deathmatch
|
|
|
|
// Precache sounds
|
|
|
|
// Added animation control functions
|
|
|
|
//
|
|
|
|
// 42 3/23/98 1:31p Jimdose
|
|
|
|
// Revamped event and command system
|
|
|
|
//
|
|
|
|
// 41 3/18/98 7:22p Jimdose
|
|
|
|
// Added new-style weapons
|
|
|
|
// Fixed bug where orientation and v_angle wasn't being set
|
|
|
|
//
|
|
|
|
// 40 3/04/98 5:13p Aldie
|
|
|
|
// Added support for damage surfaces.
|
|
|
|
//
|
|
|
|
// 39 3/03/98 6:56p Aldie
|
|
|
|
// Removed a printf.
|
|
|
|
//
|
|
|
|
// 38 3/03/98 6:51p Aldie
|
|
|
|
// Added some more footstep sounds.
|
|
|
|
//
|
|
|
|
// 37 3/03/98 6:02p Aldie
|
|
|
|
// First pass at footsteps.
|
|
|
|
//
|
|
|
|
// 36 3/02/98 8:49p Jimdose
|
|
|
|
// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
|
|
|
|
// that you could have a NULL classid.
|
|
|
|
//
|
|
|
|
// 35 3/02/98 5:41p Jimdose
|
|
|
|
// Added commands for testing paths
|
|
|
|
// Changed the trace that use does.
|
|
|
|
//
|
|
|
|
// 34 2/21/98 1:21p Jimdose
|
|
|
|
// Removed A LOT of unused varables and code. Anything from here on out should
|
|
|
|
// be code written specifically for Sin and not converted Quake code. Quake is
|
|
|
|
// not a blueprint. It's only a reference.
|
|
|
|
//
|
|
|
|
// 33 2/19/98 2:35p Jimdose
|
|
|
|
// Added weapons back in
|
|
|
|
//
|
|
|
|
// 32 2/17/98 8:34p Jimdose
|
|
|
|
// Enabled the use key
|
|
|
|
//
|
|
|
|
// 31 2/06/98 5:44p Jimdose
|
|
|
|
// replaced use of think and touch functions with events
|
|
|
|
// move client to Entity
|
|
|
|
//
|
|
|
|
// 30 2/03/98 10:59a Jimdose
|
|
|
|
// Updated to work with Quake 2 engine
|
|
|
|
// Moved initialization to constructor and removed Init function
|
|
|
|
// This will probably be rewritten to be simpler. This first rewrite sucks.
|
|
|
|
//
|
|
|
|
// 28 12/15/97 2:52p Markd
|
|
|
|
// Fixed default weapons
|
|
|
|
//
|
|
|
|
// 27 12/15/97 12:35p Aldie
|
|
|
|
//
|
|
|
|
// 26 12/14/97 8:51p Aldie
|
|
|
|
// Updated impulse 9 to give all weapons.
|
|
|
|
//
|
|
|
|
// 25 12/14/97 8:16p Aldie
|
|
|
|
// Modified give all weapons list.
|
|
|
|
//
|
|
|
|
// 24 12/14/97 5:33p Markd
|
|
|
|
// Made default weapon Shotgun instead of DoubleBarrel
|
|
|
|
//
|
|
|
|
// 23 12/13/97 6:53p Aldie
|
|
|
|
// Added shotgun to give all weapons list
|
|
|
|
//
|
|
|
|
// 22 12/06/97 1:31p Aldie
|
|
|
|
// Fixed give weapon handler so that "give all" is case insensitive.
|
|
|
|
//
|
|
|
|
// 21 12/06/97 12:34p Aldie
|
|
|
|
// Added Tracer Gun to give all weapons list.
|
|
|
|
//
|
|
|
|
// 20 12/05/97 4:08p Aldie
|
|
|
|
// Added event to player for giving weapons.
|
|
|
|
//
|
|
|
|
// 19 11/18/97 5:29p Markd
|
|
|
|
// Added magnum and spear gun to impulse 9, checked for NULL currentWeapon and
|
|
|
|
// updated weapon frames in PlayerPostThink
|
|
|
|
//
|
|
|
|
// 18 11/12/97 5:12p Jimdose
|
|
|
|
// Changed enter and exit vehicle messages to be defined in Player.h
|
|
|
|
//
|
|
|
|
// 17 11/12/97 2:10p Jimdose
|
|
|
|
// Simplified the interface to PathSearch
|
|
|
|
//
|
|
|
|
// 16 11/10/97 8:30p Jimdose
|
|
|
|
// Flags were being subtracted rather than masked off in Jump.
|
|
|
|
//
|
|
|
|
// 15 11/07/97 6:49p Jimdose
|
|
|
|
// Added code for testing path.cpp. Enable by defining TESTPATH
|
|
|
|
//
|
|
|
|
// 14 11/01/97 2:19p Jimdose
|
|
|
|
// looking
|
|
|
|
//
|
|
|
|
// 13 11/01/97 2:12p Jimdose
|
|
|
|
// jump in vehicles
|
|
|
|
//
|
|
|
|
// 12 10/31/97 9:02p Jimdose
|
|
|
|
// Added FL_PRETHINK and FL_POSTTHINK
|
|
|
|
//
|
|
|
|
// 11 10/30/97 11:48p Jimdose
|
|
|
|
// Worked on vehicle code
|
|
|
|
//
|
|
|
|
// 10 10/29/97 12:54p Markd
|
|
|
|
// made viewthing multiple spawnable
|
|
|
|
//
|
|
|
|
// 9 10/29/97 11:51a Markd
|
|
|
|
// Made viewthing always face you when spawned.
|
|
|
|
//
|
|
|
|
// 8 10/28/97 6:54p Markd
|
|
|
|
// Added SPAWN_VIEWTHING message. Also added "return true" to other handled
|
|
|
|
// messages
|
|
|
|
//
|
|
|
|
// 7 10/27/97 3:29p Jimdose
|
|
|
|
// Removed dependency on quakedef.h
|
|
|
|
//
|
|
|
|
// 6 10/22/97 12:24p Jimdose
|
|
|
|
// Disabled warning when player recieves a blocked event.
|
|
|
|
//
|
|
|
|
// 5 10/09/97 4:26p Jimdose
|
|
|
|
// Worked on vehicle code
|
|
|
|
//
|
|
|
|
// 4 10/08/97 9:30p Jimdose
|
|
|
|
// Refined Vehicle movement.
|
|
|
|
//
|
|
|
|
// 3 10/08/97 6:03p Jimdose
|
|
|
|
// Began vehicle support.
|
|
|
|
//
|
|
|
|
// 2 9/26/97 6:47p Jimdose
|
|
|
|
// Added standard Ritual headers
|
|
|
|
//
|
|
|
|
// DESCRIPTION:
|
|
|
|
// Class definition of the player.
|
|
|
|
//
|
|
|
|
#include "g_local.h"
|
|
|
|
#include "entity.h"
|
|
|
|
#include "player.h"
|
|
|
|
#include "worldspawn.h"
|
|
|
|
#include "weapon.h"
|
|
|
|
#include "trigger.h"
|
|
|
|
#include "scriptmaster.h"
|
|
|
|
#include "vehicle.h"
|
|
|
|
#include "path.h"
|
|
|
|
#include "navigate.h"
|
|
|
|
#include "misc.h"
|
|
|
|
#include "q_shared.h"
|
|
|
|
#include "console.h"
|
|
|
|
#include "earthquake.h"
|
|
|
|
#include "gravpath.h"
|
|
|
|
#include "armor.h"
|
|
|
|
#include "inventoryitem.h"
|
|
|
|
#include "gibs.h"
|
|
|
|
#include "spidermine.h"
|
|
|
|
#include "deadbody.h"
|
|
|
|
#include "actor.h"
|
|
|
|
#include <windows.h>
|
|
|
|
|
|
|
|
const Vector power_color( 0.0, 1.0, 0.0 );
|
|
|
|
const Vector acolor( 1.0, 1.0, 1.0 );
|
|
|
|
const Vector bcolor( 1.0, 0.0, 0.0 );
|
|
|
|
|
|
|
|
static const char *ammo_types[ NUM_AMMO_TYPES ] =
|
|
|
|
{
|
|
|
|
"Bullet357", "ShotgunClip", "Bullet10mm", "Bullet50mm", "BulletPulse", "BulletSniper", "Rockets", "SpiderMines"
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *armor_types[ NUM_ARMOR_TYPES ] =
|
|
|
|
{
|
|
|
|
"RiotHelmet", "FlakJacket", "FlakPants"
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Event EV_Player_GodCheat( "superfuzz", EV_CHEAT );
|
|
|
|
Event EV_Player_NoTargetCheat( "wallflower", EV_CHEAT );
|
|
|
|
Event EV_Player_NoClipCheat( "nocollision", EV_CHEAT );
|
|
|
|
Event EV_Player_GiveAllCheat( "wuss", EV_CHEAT );
|
|
|
|
Event EV_Player_EndLevel( "endlevel" );
|
|
|
|
|
|
|
|
Event EV_Player_DevGodCheat( "god", EV_CHEAT );
|
|
|
|
Event EV_Player_DevNoTargetCheat( "notarget", EV_CHEAT );
|
|
|
|
Event EV_Player_DevNoClipCheat( "noclip", EV_CHEAT );
|
|
|
|
|
|
|
|
Event EV_Player_PrevWeapon( "weapprev", EV_CONSOLE );
|
|
|
|
Event EV_Player_NextWeapon( "weapnext", EV_CONSOLE );
|
|
|
|
Event EV_Player_PrevItem( "invprev", EV_CONSOLE );
|
|
|
|
Event EV_Player_NextItem( "invnext", EV_CONSOLE );
|
|
|
|
Event EV_Player_UseInventoryItem( "invuse", EV_CONSOLE );
|
|
|
|
Event EV_Player_GiveCheat( "give", EV_CHEAT );
|
|
|
|
Event EV_Player_Take( "take" );
|
|
|
|
Event EV_Player_UseItem( "use", EV_CONSOLE );
|
|
|
|
Event EV_Player_Spectator( "spectator", EV_CONSOLE );
|
|
|
|
Event EV_Player_GameVersion( "gameversion", EV_CONSOLE );
|
|
|
|
Event EV_Player_Fov( "fov" );
|
|
|
|
Event EV_Player_SaveFov( "savefov", EV_CONSOLE );
|
|
|
|
Event EV_Player_RestoreFov( "restorefov", EV_CONSOLE );
|
|
|
|
Event EV_Player_ToggleViewMode( "toggleviewmode", EV_CONSOLE );
|
|
|
|
Event EV_Player_ToggleZoomMode( "togglezoommode", EV_CHEAT );
|
|
|
|
Event EV_Player_ZoomOut( "zoomout" );
|
|
|
|
Event EV_Player_Kill( "playerkill", EV_CONSOLE );
|
|
|
|
Event EV_Player_Dead( "dead" );
|
|
|
|
Event EV_Player_SpawnEntity( "spawn", EV_CHEAT );
|
|
|
|
Event EV_Player_SpawnActor( "actor", EV_CHEAT );
|
|
|
|
Event EV_Player_ShowInfo( "showinfo", EV_CONSOLE );
|
|
|
|
Event EV_Player_ReadyToFire( "readytofire" );
|
|
|
|
Event EV_Player_WaitingToFire( "waitingtofire" );
|
|
|
|
Event EV_Player_AttackDone( "attackdone" );
|
|
|
|
Event EV_Player_AddPathNode( "addnode", EV_CHEAT );
|
|
|
|
Event EV_Player_Respawn( "respawn" );
|
|
|
|
Event EV_Player_ClearFloatingInventory( "clear_flinv" );
|
|
|
|
Event EV_Player_TestThread( "testthread", EV_CHEAT );
|
|
|
|
Event EV_Player_PowerupTimer( "poweruptimer" );
|
|
|
|
Event EV_Player_UpdatePowerupTimer( "updatepoweruptime" );
|
|
|
|
Event EV_Player_DrawOverlay( "drawoverlay" );
|
|
|
|
Event EV_Player_HideOverlay( "hideoverlay" );
|
|
|
|
Event EV_Player_DrawStats( "drawstats" );
|
|
|
|
Event EV_Player_HideStats( "hidestats" );
|
|
|
|
Event EV_Player_SetFlashColor( "setflashcolor" );
|
|
|
|
Event EV_Player_ClearFlashColor( "clearflashcolor" );
|
|
|
|
Event EV_Player_Mutate( "mutate", EV_CHEAT );
|
|
|
|
Event EV_Player_Human( "human", EV_CHEAT );
|
|
|
|
Event EV_Player_Skin( "skin" );
|
|
|
|
|
|
|
|
Event EV_Player_WhatIs( "whatis", EV_CHEAT );
|
|
|
|
Event EV_Player_ActorInfo( "actorinfo", EV_CHEAT );
|
|
|
|
Event EV_Player_Taunt( "taunt", EV_CONSOLE );
|
|
|
|
Event EV_Player_KillEnt( "killent", EV_CONSOLE );
|
|
|
|
Event EV_Player_KillClass( "killclass", EV_CONSOLE );
|
|
|
|
Event EV_Player_RemoveEnt( "removeent", EV_CONSOLE );
|
|
|
|
Event EV_Player_RemoveClass( "removeclass", EV_CONSOLE );
|
|
|
|
|
|
|
|
#define UPRIGHT_SPEED 320.0f
|
|
|
|
#define CROUCH_SPEED 110.0f
|
|
|
|
#define ACCELERATION 10.0f
|
|
|
|
#define TAUNT_TIME 1.0f
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
|
|
|
|
|
|
|
PLAYER
|
|
|
|
|
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
// deadflag values
|
|
|
|
|
|
|
|
cvar_t * s_debugmusic;
|
|
|
|
cvar_t * whereami;
|
|
|
|
|
|
|
|
CLASS_DECLARATION( Sentient, Player, "player" );
|
|
|
|
|
|
|
|
ResponseDef Player::Responses[] =
|
|
|
|
{
|
|
|
|
{ &EV_ClientMove, ( Response )Player::ClientThink },
|
|
|
|
{ &EV_ClientEndFrame, ( Response )Player::EndFrame },
|
|
|
|
{ &EV_Player_ShowInfo, ( Response )Player::ShowInfo },
|
|
|
|
{ &EV_Vehicle_Enter, ( Response )Player::EnterVehicle },
|
|
|
|
{ &EV_Vehicle_Exit, ( Response )Player::ExitVehicle },
|
|
|
|
|
|
|
|
{ &EV_Player_EndLevel, ( Response )Player::EndLevel },
|
|
|
|
|
|
|
|
{ &EV_Player_AddPathNode, ( Response )Player::AddPathNode },
|
|
|
|
{ &EV_Player_PrevWeapon, ( Response )Player::EventPreviousWeapon },
|
|
|
|
{ &EV_Player_NextWeapon, ( Response )Player::EventNextWeapon },
|
|
|
|
{ &EV_Player_PrevItem, ( Response )Player::EventPreviousItem },
|
|
|
|
{ &EV_Player_NextItem, ( Response )Player::EventNextItem },
|
|
|
|
{ &EV_Player_UseItem, ( Response )Player::EventUseItem },
|
|
|
|
{ &EV_Player_UseInventoryItem,( Response )Player::EventUseInventoryItem },
|
|
|
|
{ &EV_Player_GiveCheat, ( Response )Player::GiveCheat },
|
|
|
|
{ &EV_Player_GiveAllCheat, ( Response )Player::GiveAllCheat },
|
|
|
|
{ &EV_Player_Take, ( Response )Player::Take },
|
|
|
|
{ &EV_Player_GodCheat, ( Response )Player::GodCheat },
|
|
|
|
{ &EV_Player_DevGodCheat, ( Response )Player::GodCheat },
|
|
|
|
{ &EV_Player_Spectator, ( Response )Player::Spectator },
|
|
|
|
{ &EV_Player_NoTargetCheat, ( Response )Player::NoTargetCheat },
|
|
|
|
{ &EV_Player_DevNoTargetCheat,( Response )Player::NoTargetCheat },
|
|
|
|
{ &EV_Player_NoClipCheat, ( Response )Player::NoclipCheat },
|
|
|
|
{ &EV_Player_DevNoClipCheat, ( Response )Player::NoclipCheat },
|
|
|
|
{ &EV_Player_GameVersion, ( Response )Player::GameVersion },
|
|
|
|
{ &EV_Player_Fov, ( Response )Player::Fov },
|
|
|
|
{ &EV_Player_SaveFov, ( Response )Player::SaveFov },
|
|
|
|
{ &EV_Player_RestoreFov, ( Response )Player::RestoreFov },
|
|
|
|
{ &EV_Player_ToggleViewMode, ( Response )Player::ToggleViewMode },
|
|
|
|
{ &EV_Player_ToggleZoomMode, ( Response )Player::ToggleZoomMode },
|
|
|
|
{ &EV_Player_ZoomOut, ( Response )Player::ZoomOut },
|
|
|
|
{ &EV_EnterConsole, ( Response )Player::EnterConsole },
|
|
|
|
{ &EV_ExitConsole, ( Response )Player::ExitConsole },
|
|
|
|
{ &EV_KickFromConsole, ( Response )Player::KickConsole },
|
|
|
|
{ &EV_Player_Kill, ( Response )Player::Kill },
|
|
|
|
{ &EV_Player_Dead, ( Response )Player::Dead },
|
|
|
|
{ &EV_Player_SpawnEntity, ( Response )Player::SpawnEntity },
|
|
|
|
{ &EV_Player_SpawnActor, ( Response )Player::SpawnActor },
|
|
|
|
{ &EV_Player_Respawn, ( Response )Player::Respawn },
|
|
|
|
|
|
|
|
{ &EV_Pain, ( Response )Player::Pain },
|
|
|
|
{ &EV_Killed, ( Response )Player::Killed },
|
|
|
|
{ &EV_Gib, ( Response )Player::GibEvent },
|
|
|
|
{ &EV_GotKill, ( Response )Player::GotKill },
|
|
|
|
|
|
|
|
{ &EV_Player_ReadyToFire, ( Response )Player::ReadyToFire },
|
|
|
|
{ &EV_Player_WaitingToFire, ( Response )Player::WaitingToFire },
|
|
|
|
{ &EV_Player_AttackDone, ( Response )Player::DoneFiring },
|
|
|
|
{ &EV_Player_TestThread, ( Response )Player::TestThread },
|
|
|
|
|
|
|
|
{ &EV_Player_ClearFloatingInventory, (Response)Player::ClearFloatingInventory },
|
|
|
|
{ &EV_Player_PowerupTimer, ( Response )Player::SetPowerupTimer },
|
|
|
|
{ &EV_Player_UpdatePowerupTimer, ( Response )Player::UpdatePowerupTimer },
|
|
|
|
|
|
|
|
{ &EV_Player_WhatIs, ( Response )Player::WhatIs },
|
|
|
|
{ &EV_Player_ActorInfo, ( Response )Player::ActorInfo },
|
|
|
|
{ &EV_Player_Taunt, ( Response )Player::Taunt },
|
|
|
|
{ &EV_Player_KillEnt, ( Response )Player::KillEnt },
|
|
|
|
{ &EV_Player_RemoveEnt, ( Response )Player::RemoveEnt },
|
|
|
|
{ &EV_Player_KillClass, ( Response )Player::KillClass },
|
|
|
|
{ &EV_Player_RemoveClass, ( Response )Player::RemoveClass },
|
|
|
|
|
|
|
|
{ &EV_Player_DrawOverlay, ( Response )Player::DrawOverlay },
|
|
|
|
{ &EV_Player_HideOverlay, ( Response )Player::HideOverlay },
|
|
|
|
{ &EV_Player_DrawStats, ( Response )Player::DrawStats },
|
|
|
|
{ &EV_Player_HideStats, ( Response )Player::HideStats },
|
|
|
|
|
|
|
|
{ &EV_Player_SetFlashColor, ( Response )Player::SetFlashColor },
|
|
|
|
{ &EV_Player_ClearFlashColor, ( Response )Player::ClearFlashColor },
|
|
|
|
{ &EV_Player_Mutate, ( Response )Player::Mutate },
|
|
|
|
{ &EV_Player_Human, ( Response )Player::Human },
|
|
|
|
{ &EV_Player_Skin, ( Response )Player::SetSkin },
|
|
|
|
|
|
|
|
{ NULL, NULL }
|
|
|
|
};
|
|
|
|
|
|
|
|
Player::Player()
|
|
|
|
{
|
|
|
|
path = NULL;
|
|
|
|
|
|
|
|
respawn_time = -1;
|
|
|
|
|
|
|
|
watchCamera = NULL;
|
|
|
|
thirdpersonCamera = NULL;
|
|
|
|
movieCamera = NULL;
|
|
|
|
spectatorCamera = NULL;
|
|
|
|
|
|
|
|
damage_blood = 0;
|
|
|
|
damage_alpha = 0;
|
|
|
|
|
|
|
|
action_level = 0;
|
|
|
|
drawoverlay = false;
|
|
|
|
|
|
|
|
defaultViewMode = FIRST_PERSON;
|
|
|
|
|
|
|
|
fov = atof( Info_ValueForKey( client->pers.userinfo, "fov" ) );
|
|
|
|
if ( fov < 1 )
|
|
|
|
{
|
|
|
|
fov = 90;
|
|
|
|
}
|
|
|
|
else if ( fov > 160 )
|
|
|
|
{
|
|
|
|
fov = 160;
|
|
|
|
}
|
|
|
|
|
|
|
|
savedfov = 0;
|
|
|
|
has_thought = false;
|
|
|
|
|
|
|
|
s_debugmusic = gi.cvar ("s_debugmusic", "0", 0);
|
|
|
|
whereami = gi.cvar ("whereami", "0", 0);
|
|
|
|
|
|
|
|
// Remove him from the world until we spawn him
|
|
|
|
unlink();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitSkin
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
// If this is a new level, there will be no custom skin, so go back to the original blade skin.
|
|
|
|
if ( !LoadingSavegame && !deathmatch->value )
|
|
|
|
{
|
|
|
|
int playernum = edict-g_edicts-1;
|
|
|
|
|
|
|
|
strcpy( client->pers.skin, "blade_base" );
|
|
|
|
|
|
|
|
|
|
|
|
// combine name, skin and model into a configstring
|
|
|
|
gi.configstring( CS_PLAYERSKINS+playernum, va( "%s\\%s\\%s",
|
|
|
|
client->pers.netname,
|
|
|
|
client->pers.model,
|
|
|
|
client->pers.skin ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Player::Init
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
InitClient();
|
|
|
|
InitPhysics();
|
|
|
|
InitPowerups();
|
|
|
|
InitWorldEffects();
|
|
|
|
InitMusic();
|
|
|
|
InitPath();
|
|
|
|
InitView();
|
|
|
|
InitState();
|
|
|
|
InitEdict();
|
|
|
|
InitModel();
|
|
|
|
InitWeapons();
|
|
|
|
InitSkin();
|
|
|
|
|
1999-03-20 00:00:00 +00:00
|
|
|
// don't call RestoreEnt when respawning on a training level
|
1998-12-20 00:00:00 +00:00
|
|
|
if ( !LoadingServer && ( deathmatch->value || ( level.training && ( respawn_time != -1 ) ) ||
|
|
|
|
!PersistantData.RestoreEnt( this ) ) )
|
|
|
|
{
|
|
|
|
InitInventory();
|
|
|
|
InitHealth();
|
|
|
|
}
|
|
|
|
|
|
|
|
ChooseSpawnPoint();
|
|
|
|
|
|
|
|
if ( !LoadingSavegame && ( viewmode == THIRD_PERSON ) && !crosshair )
|
|
|
|
{
|
|
|
|
cvar_t * chair;
|
|
|
|
|
|
|
|
chair = gi.cvar("crosshair", "0", 0);
|
|
|
|
crosshair = new Entity;
|
|
|
|
crosshair->setModel( va( "sprites/crosshair%d.spr", (int)chair->value ) );
|
|
|
|
crosshair->edict->svflags |= SVF_ONLYPARENT;
|
|
|
|
crosshair->edict->owner = this->edict;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !deathmatch->value )
|
|
|
|
{
|
|
|
|
gi.AddCommandString( "con_clearfade\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
// make sure we put the player back into the world
|
|
|
|
link();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::WritePersistantData
|
|
|
|
(
|
|
|
|
SpawnArgGroup &group
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
str text;
|
|
|
|
char t[ 3 ];
|
|
|
|
int hi;
|
|
|
|
int lo;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// encode the damage states into a text string
|
|
|
|
t[ 2 ] = 0;
|
|
|
|
for( i = 0; i < MAX_MODEL_GROUPS; i++ )
|
|
|
|
{
|
|
|
|
hi = ( edict->s.groups[ i ] >> 4 ) & 0xf;
|
|
|
|
lo = edict->s.groups[ i ] & 0xf;
|
|
|
|
t[ 0 ] = ( char )( 'A' + hi );
|
|
|
|
t[ 1 ] = ( char )( 'A' + lo );
|
|
|
|
text += t;
|
|
|
|
}
|
|
|
|
|
|
|
|
G_SetSpawnArg( "savemodel", savemodel.c_str() );
|
|
|
|
G_SetSpawnArg( "saveskin", saveskin.c_str() );
|
|
|
|
G_SetSpawnArg( "damage_groups", text.c_str() );
|
|
|
|
G_SetFloatArg( "fov", fov );
|
|
|
|
G_SetIntArg( "defaultViewMode", defaultViewMode );
|
|
|
|
G_SetIntArg( "flags", flags & ( FL_GODMODE | FL_NOTARGET | FL_SP_MUTANT ) );
|
|
|
|
|
|
|
|
Sentient::WritePersistantData( group );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RestorePersistantData
|
|
|
|
(
|
|
|
|
SpawnArgGroup &group
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
#ifndef SIN_DEMO
|
|
|
|
SpiderMine *spidermine;
|
|
|
|
Detonator *detonator;
|
|
|
|
#endif
|
|
|
|
int i;
|
|
|
|
int len;
|
|
|
|
str text;
|
|
|
|
const char *ptr;
|
|
|
|
int hi;
|
|
|
|
int lo;
|
|
|
|
|
|
|
|
Sentient::RestorePersistantData( group );
|
|
|
|
|
|
|
|
group.RestoreArgs( 1 );
|
|
|
|
|
|
|
|
// clear the damage states
|
|
|
|
memset( edict->s.groups, 0, sizeof( edict->s.groups ) );
|
|
|
|
|
|
|
|
savemodel = G_GetStringArg( "savemodel" );
|
|
|
|
saveskin = G_GetStringArg( "saveskin" );
|
|
|
|
|
|
|
|
text = G_GetStringArg( "damage_groups" );
|
|
|
|
len = text.length() >> 1;
|
|
|
|
if ( len > MAX_MODEL_GROUPS )
|
|
|
|
{
|
|
|
|
len = MAX_MODEL_GROUPS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// decode the damage states from text string
|
|
|
|
ptr = text.c_str();
|
|
|
|
for( i = 0; i < len; i++ )
|
|
|
|
{
|
|
|
|
hi = ( *ptr++ - 'A' ) & 0xf;
|
|
|
|
lo = ( *ptr++ - 'A' ) & 0xf;
|
|
|
|
edict->s.groups[ i ] = ( hi << 4 ) + lo;
|
|
|
|
}
|
|
|
|
|
|
|
|
flags |= G_GetIntArg( "flags" );
|
|
|
|
fov = G_GetFloatArg( "fov", 90 );
|
|
|
|
defaultViewMode = ( viewmode_t )G_GetIntArg( "defaultViewMode", FIRST_PERSON );
|
|
|
|
|
|
|
|
#ifndef SIN_DEMO
|
|
|
|
spidermine = ( SpiderMine * )FindItem( "SpiderMine" );
|
|
|
|
detonator = ( Detonator * )FindItem( "Detonator" );
|
|
|
|
|
|
|
|
if ( spidermine )
|
|
|
|
{
|
|
|
|
spidermine->SetDetonator( detonator );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( FindItem( "Silencer" ) )
|
|
|
|
{
|
|
|
|
flags |= FL_SILENCER;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( FindItem( "ScubaGear" ) )
|
|
|
|
{
|
|
|
|
flags |= FL_OXYGEN;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( flags & FL_SP_MUTANT )
|
|
|
|
{
|
|
|
|
setModel( "manumit_pl.def" );
|
|
|
|
SetAnim( "idle" );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( defaultViewMode == CAMERA_VIEW )
|
|
|
|
{
|
|
|
|
defaultViewMode = FIRST_PERSON;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetViewMode( defaultViewMode );
|
|
|
|
|
|
|
|
// prevent the player from starting dead
|
|
|
|
if ( health < 1 )
|
|
|
|
{
|
|
|
|
health = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitEdict
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// entity state stuff
|
|
|
|
setSolidType( SOLID_BBOX );
|
|
|
|
setMoveType( MOVETYPE_WALK );
|
|
|
|
setSize( Vector( -16, -16, 0 ), Vector( 16, 16, STAND_HEIGHT ) );
|
|
|
|
edict->clipmask = MASK_PLAYERSOLID;
|
|
|
|
edict->svflags &= ~SVF_DEADMONSTER;
|
|
|
|
edict->svflags &= ~SVF_HIDEOWNER;
|
|
|
|
edict->owner = NULL;
|
|
|
|
|
|
|
|
// clear entity state values
|
|
|
|
edict->s.effects = 0;
|
|
|
|
edict->s.frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitMusic
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
//
|
|
|
|
// reset the music
|
|
|
|
//
|
|
|
|
client->ps.current_music_mood = mood_normal;
|
|
|
|
client->ps.fallback_music_mood = mood_normal;
|
|
|
|
ChangeMusic( "normal", "normal", false );
|
|
|
|
music_forced = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitClient
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
client_persistant_t saved;
|
|
|
|
client_respawn_t resp;
|
|
|
|
|
|
|
|
// deathmatch wipes most client data every spawn
|
|
|
|
if ( deathmatch->value || level.training )
|
|
|
|
{
|
|
|
|
char userinfo[ MAX_INFO_STRING ];
|
|
|
|
|
|
|
|
resp = client->resp;
|
|
|
|
memcpy( userinfo, client->pers.userinfo, sizeof( userinfo ) );
|
|
|
|
G_InitClientPersistant( client );
|
|
|
|
G_ClientUserinfoChanged( edict, userinfo );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memset( &resp, 0, sizeof( resp ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// clear everything but the persistant data and fov
|
|
|
|
saved = client->pers;
|
|
|
|
memset( client, 0, sizeof( *client ) );
|
|
|
|
client->pers = saved;
|
|
|
|
client->resp = resp;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitState
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
in_console = false;
|
|
|
|
trappedInQuantum = false;
|
|
|
|
floating_owner = NULL;
|
|
|
|
gibbed = false;
|
|
|
|
enemy = NULL;
|
|
|
|
lastEnemyTime = 0;
|
|
|
|
lastTauntTime = 0;
|
|
|
|
|
|
|
|
takedamage = DAMAGE_AIM;
|
|
|
|
deadflag = DEAD_NO;
|
|
|
|
flags &= ~FL_NO_KNOCKBACK;
|
|
|
|
flags |= ( FL_BLOOD | FL_DIE_GIBS );
|
|
|
|
|
|
|
|
if ( parentmode->value )
|
|
|
|
{
|
|
|
|
flags &= ~FL_BLOOD;
|
|
|
|
flags &= ~FL_DIE_GIBS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitHealth
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Don't do anything if we're loading a server game.
|
|
|
|
// This is either a loadgame or a restart
|
|
|
|
if ( LoadingServer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// reset the health values
|
|
|
|
health = 100;
|
|
|
|
max_health = 100;
|
|
|
|
last_damage_time = 0;
|
|
|
|
|
|
|
|
// clear the damage states
|
|
|
|
memset( edict->s.groups, 0, sizeof( edict->s.groups ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitModel
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
str model;
|
|
|
|
|
|
|
|
// Model stuff
|
|
|
|
edict->s.renderfx |= RF_CUSTOMSKIN;
|
|
|
|
edict->s.skinnum = edict->s.number - 1;
|
|
|
|
|
|
|
|
// Make sure that the model is allowed
|
|
|
|
model = client->pers.model;
|
|
|
|
if ( !game.ValidPlayerModels.ObjectInList( model ) )
|
|
|
|
{
|
|
|
|
model = "pl_blade.def";
|
|
|
|
}
|
|
|
|
|
|
|
|
setModel( model.c_str() );
|
|
|
|
TempAnim( "idle", NULL );
|
|
|
|
showModel();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitPhysics
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Physics stuff
|
|
|
|
onladder = false;
|
|
|
|
sentientFrozen = false;
|
|
|
|
oldvelocity = vec_zero;
|
|
|
|
velocity = vec_zero;
|
|
|
|
gravity = 1.0;
|
|
|
|
falling = false;
|
|
|
|
fall_time = 0;
|
|
|
|
fall_value = 0;
|
|
|
|
fallsurface = NULL;
|
|
|
|
mass = 200;
|
|
|
|
xyspeed = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitPowerups
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// powerups
|
|
|
|
poweruptimer = 0;
|
|
|
|
poweruptype = 0;
|
|
|
|
flags &= ~( FL_SHIELDS | FL_ADRENALINE | FL_CLOAK | FL_MUTANT | FL_SILENCER | FL_OXYGEN );
|
|
|
|
edict->s.renderfx &= ~( RF_DLIGHT | RF_ENVMAPPED );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitWorldEffects
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// world effects
|
|
|
|
next_drown_time = 0;
|
|
|
|
air_finished = level.time + 20;
|
|
|
|
old_waterlevel = 0;
|
|
|
|
drown_damage = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitWeapons
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// weapon stuff
|
|
|
|
firing = false;
|
|
|
|
firedown = false;
|
|
|
|
firedowntime = 0;
|
|
|
|
gunoffset = Vector( 0, 0, STAND_HEIGHT );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitInventory
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Don't do anything if we're loading a server game.
|
|
|
|
// This is either a loadgame or a restart
|
|
|
|
if ( LoadingServer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Give player the default weapon
|
|
|
|
if ( !FindItem( "Magnum" ) )
|
|
|
|
{
|
|
|
|
giveWeapon( "Magnum" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !FindItem( "Fists" ) )
|
|
|
|
{
|
|
|
|
giveWeapon( "Fists" );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef SIN_DEMO
|
|
|
|
if ( !FindItem( "SpiderMine" ) )
|
|
|
|
{
|
|
|
|
giveWeapon( "SpiderMine" );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitView
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Camera stuff
|
|
|
|
zoom_mode = ZOOMED_OUT;
|
|
|
|
spectator = false;
|
|
|
|
currentCameraTarget = 0;
|
|
|
|
checked_dead_camera = false;
|
|
|
|
SetViewMode( defaultViewMode );
|
|
|
|
|
|
|
|
// view stuff
|
|
|
|
kick_angles = vec_zero;
|
|
|
|
kick_origin = vec_zero;
|
|
|
|
v_angle = vec_zero;
|
|
|
|
oldviewangles = vec_zero;
|
|
|
|
v_gunoffset = vec_zero;
|
|
|
|
v_gunangles = vec_zero;
|
|
|
|
viewheight = STAND_EYE_HEIGHT;
|
|
|
|
|
|
|
|
// blend stuff
|
|
|
|
v_dmg_time = 0;
|
|
|
|
damage_blend = vec_zero;
|
|
|
|
flash_color[0] = flash_color[1] = flash_color[2] = flash_color[3] = 0;
|
|
|
|
|
|
|
|
// hud
|
|
|
|
hidestats = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ChooseSpawnPoint
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// set up the player's spawn location
|
|
|
|
SelectSpawnPoint( origin, angles, &gravaxis );
|
|
|
|
setOrigin( origin + "0 0 17" );
|
|
|
|
worldorigin.copyTo( edict->s.old_origin );
|
|
|
|
edict->s.renderfx |= RF_FRAMELERP;
|
|
|
|
|
|
|
|
KillBox( this );
|
|
|
|
|
|
|
|
// set gravity axis
|
|
|
|
SetGravityAxis( gravaxis );
|
|
|
|
client->ps.pmove.gravity_axis = gravaxis;
|
|
|
|
|
|
|
|
// setup the orientation
|
|
|
|
setAngles( angles );
|
|
|
|
v_angle = worldangles;
|
|
|
|
|
|
|
|
// set the delta angle
|
|
|
|
client->ps.pmove.delta_angles[0] = ANGLE2SHORT( angles.x - client->resp.cmd_angles[0] );
|
|
|
|
client->ps.pmove.delta_angles[1] = ANGLE2SHORT( angles.y - client->resp.cmd_angles[1] );
|
|
|
|
client->ps.pmove.delta_angles[2] = ANGLE2SHORT( angles.z - client->resp.cmd_angles[2] );
|
|
|
|
|
|
|
|
if ( deathmatch->value || coop->value )
|
|
|
|
{
|
|
|
|
SpawnTeleportEffect( worldorigin, 124 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::InitPath
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// pathnode placement stuff
|
|
|
|
nearestNode = NULL;
|
|
|
|
|
|
|
|
if ( ai_createnodes->value )
|
|
|
|
{
|
|
|
|
nearestNode = new PathNode;
|
|
|
|
nearestNode->Setup( worldorigin );
|
|
|
|
}
|
|
|
|
|
|
|
|
goalNode = nearestNode;
|
|
|
|
lastNode = nearestNode;
|
|
|
|
lastVisible = worldorigin;
|
|
|
|
searchTime = level.time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
Player::~Player()
|
|
|
|
{
|
|
|
|
if ( client )
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_HIGH, "%s disconnected\n", client->pers.netname );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( watchCamera && ( ( watchCamera == thirdpersonCamera ) || ( watchCamera == spectatorCamera ) ) )
|
|
|
|
{
|
|
|
|
delete watchCamera;
|
|
|
|
watchCamera = NULL;
|
|
|
|
thirdpersonCamera = NULL;
|
|
|
|
spectatorCamera = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
delete crosshair;
|
|
|
|
crosshair = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( path )
|
|
|
|
{
|
|
|
|
delete path;
|
|
|
|
path = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
edict->s.modelindex = 0;
|
|
|
|
|
|
|
|
gi.configstring( CS_PLAYERSKINS + entnum - 1, "" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EndLevel
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( flags & FL_MUTANT )
|
|
|
|
{
|
|
|
|
Human( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
InitPowerups();
|
|
|
|
if ( health > max_health )
|
|
|
|
{
|
|
|
|
health = max_health;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( health < 1 )
|
|
|
|
{
|
|
|
|
health = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Respawn
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( deathmatch->value || coop->value || level.training )
|
|
|
|
{
|
|
|
|
assert ( deadflag == DEAD_DEAD );
|
|
|
|
|
1999-03-20 00:00:00 +00:00
|
|
|
#ifdef SIN_ARCADE
|
|
|
|
if ( deathmatch->value )
|
|
|
|
{
|
|
|
|
FreeInventory();
|
|
|
|
}
|
|
|
|
#else
|
1998-12-20 00:00:00 +00:00
|
|
|
FreeInventory();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( !gibbed && !level.training )
|
|
|
|
{
|
|
|
|
CopyToBodyQueue( edict );
|
|
|
|
}
|
|
|
|
|
|
|
|
respawn_time = level.time;
|
|
|
|
|
|
|
|
Init();
|
|
|
|
|
|
|
|
// hold in place briefly
|
|
|
|
client->ps.pmove.pm_time = 50;
|
|
|
|
client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// force the load game menu to come up
|
|
|
|
level.missionfailed = true;
|
|
|
|
level.missionfailedtime = level.time - FRAMETIME;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetDeltaAngles
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Use v_angle since we may be in a camera
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
client->ps.pmove.delta_angles[ i ] = ANGLE2SHORT( v_angle[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Spectator
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
hideModel();
|
|
|
|
setSolidType( SOLID_NOT );
|
|
|
|
spectator = true;
|
|
|
|
FreeInventory();
|
|
|
|
|
|
|
|
// Send over a message that lets the player know they are in spectator mode.
|
|
|
|
|
|
|
|
gi.WriteByte (svc_layout);
|
|
|
|
gi.WriteString ("jcx jt hstring 0 0 1 \"SPECTATOR MODE\"");
|
|
|
|
gi.unicast (edict, true);
|
|
|
|
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] |= DRAW_SPECTATOR;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Obituary
|
|
|
|
(
|
|
|
|
Entity *attacker,
|
|
|
|
Entity *inflictor,
|
|
|
|
str location,
|
|
|
|
int meansofdeath
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *message1 = NULL;
|
|
|
|
const char *message2 = "";
|
|
|
|
int num;
|
|
|
|
|
|
|
|
if ( !deathmatch->value )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Client killed themself
|
|
|
|
if ( attacker == this )
|
|
|
|
{
|
|
|
|
switch ( meansofdeath )
|
|
|
|
{
|
|
|
|
case MOD_FALLING:
|
|
|
|
message1 = "fell down";
|
|
|
|
break;
|
|
|
|
case MOD_ADRENALINE:
|
|
|
|
message1 = "overdosed on adrenaline";
|
|
|
|
break;
|
|
|
|
case MOD_ION_DESTRUCT:
|
|
|
|
message1 = "overloaded his gun";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "cracked under the pressure";
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( message1 )
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s %s.\n", client->pers.netname, message1 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s died.\n", client->pers.netname );
|
|
|
|
}
|
|
|
|
client->resp.score--;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Killed by another client
|
|
|
|
if ( attacker && attacker->isClient() )
|
|
|
|
{
|
|
|
|
switch (meansofdeath)
|
|
|
|
{
|
|
|
|
case MOD_FISTS: // FISTS
|
|
|
|
{
|
|
|
|
num = G_Random(6);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was knocked out by";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was pummelled by";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "was over come by";
|
|
|
|
message2 = "'s ninja technique";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "ate a knuckle sandwich courtesy of";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "takes";
|
|
|
|
message2 = "'s beating";
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
message1 = "liked";
|
|
|
|
message2 = "'s death touch";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s fists";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MOD_MUTANTHANDS:
|
|
|
|
message1 = "was shredded by";
|
|
|
|
break;
|
|
|
|
case MOD_MAGNUM: // Magnum
|
|
|
|
{
|
|
|
|
num = G_Random(5);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was capped in the ass by";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was gunned down in broad daylight by";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "eats";
|
|
|
|
message2 = "'s magnum";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "was punked by";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "was jacked by";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s magnum";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MOD_SHOTGUN: // Shotgun
|
|
|
|
{
|
|
|
|
num = G_Random(5);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "is a victim of";
|
|
|
|
message2 = "'s shotgun";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was slaughtered by";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "drowns in a rain of";
|
|
|
|
message2 = "'s hot lead";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "finds out why";
|
|
|
|
message2 = " got an F in gun safety";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "was shotgunned by";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s shotgun";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MOD_ASSRIFLE:
|
|
|
|
{
|
|
|
|
num = G_Random(4);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was assaulted by";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was cut in half by";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "forgot that";
|
|
|
|
message2 = " had a bigger gun";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "was machinegunned down by";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s assault rifle";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MOD_CHAINGUN:
|
|
|
|
message1 = "was mowed down by";
|
|
|
|
message2 = "'s chaingun";
|
|
|
|
break;
|
|
|
|
case MOD_GRENADE:
|
|
|
|
message1 = "was fragged by";
|
|
|
|
message2 = "'s grenade";
|
|
|
|
break;
|
|
|
|
case MOD_ROCKET:
|
|
|
|
{
|
|
|
|
num = G_Random(5);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was blown up by";
|
|
|
|
message2 = "'s direct rocket hit";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "bows down to";
|
|
|
|
message2 = "'s almighty rocket launcher";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "was incinerated by";
|
|
|
|
message2 = "'s rocket";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "was obliterated by";
|
|
|
|
message2 = "'s rocket";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "likes walking into";
|
|
|
|
message2 = "'s projectiles";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s rocket launcher";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MOD_ROCKETSPLASH:
|
|
|
|
{
|
|
|
|
num = G_Random(5);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was caught in";
|
|
|
|
message2 = "'s explosion";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was burned to a crisp in";
|
|
|
|
message2 = "'s blast";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "is pulling shrapnel out of his ass thanks to";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "couldn't dodge";
|
|
|
|
message2 = "'s blast damage";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "was drenched by";
|
|
|
|
message2 = "'s splash damage";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s explosion";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MOD_SPIDERSPLASH:
|
|
|
|
message1 = "was bitten by";
|
|
|
|
message2 = "'s spidermine";
|
|
|
|
break;
|
|
|
|
case MOD_SPEARGUN:
|
|
|
|
message1 = "was stuck by";
|
|
|
|
message2 = "'s spear";
|
|
|
|
break;
|
|
|
|
case MOD_PULSE:
|
|
|
|
message1 = "was pulsed by";
|
|
|
|
break;
|
|
|
|
case MOD_PULSELASER:
|
|
|
|
message1 = "was burned to a crisp by";
|
|
|
|
message2 = "'s laser";
|
|
|
|
break;
|
|
|
|
case MOD_ION:
|
|
|
|
case MOD_ION_DESTRUCT:
|
|
|
|
message1 = "Was ionized by";
|
|
|
|
break;
|
|
|
|
case MOD_QUANTUM:
|
|
|
|
message1 = "Was particlized by";
|
|
|
|
break;
|
|
|
|
case MOD_SNIPER:
|
|
|
|
{
|
|
|
|
num = G_Random(5);
|
|
|
|
switch (num)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
message1 = "was hollowpointed by";
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
message1 = "was put to sleep by";
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
message1 = "was sniped by";
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
message1 = "never saw it coming from";
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
message1 = "was killed by a precision shot from";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
message2 = "'s sniper rifle";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
message1 = "was killed by";
|
|
|
|
}
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s %s %s%s\n", client->pers.netname,
|
|
|
|
message1,
|
|
|
|
attacker->client->pers.netname,
|
|
|
|
message2 );
|
|
|
|
attacker->client->resp.score++;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Killed by a non-client
|
|
|
|
switch (meansofdeath)
|
|
|
|
{
|
|
|
|
case MOD_FALLING:
|
|
|
|
{
|
|
|
|
// Credit the last person who damaged me with the kill
|
|
|
|
if ( enemy && enemy->isClient() && ( enemy != this ) && level.time < lastEnemyTime )
|
|
|
|
{
|
|
|
|
attacker = enemy;
|
|
|
|
message1 = "was pushed over the edge by";
|
|
|
|
message2 = "";
|
|
|
|
|
|
|
|
// Give the last enemy a frag
|
|
|
|
enemy->client->resp.score++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
message1 = "fell down";
|
|
|
|
message2 = "";
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Killed indirectly by enemy
|
|
|
|
if (message1 && attacker->isClient() )
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s %s %s%s\n", client->pers.netname,
|
|
|
|
message1,
|
|
|
|
attacker->client->pers.netname,
|
|
|
|
message2 );
|
|
|
|
}
|
|
|
|
// Killed by world somehow
|
|
|
|
else if (message1)
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s %s\n", client->pers.netname,
|
|
|
|
message1);
|
|
|
|
client->resp.score--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.bprintf( PRINT_MEDIUM, "%s died.\n", client->pers.netname );
|
|
|
|
client->resp.score--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Dead
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
deadflag = DEAD_DEAD;
|
|
|
|
StopAnimating();
|
|
|
|
|
|
|
|
//
|
|
|
|
// drop anything that might be attached to us
|
|
|
|
//
|
|
|
|
if (numchildren && ( level.training != 2 ) )
|
|
|
|
{
|
|
|
|
Entity * child;
|
|
|
|
int i;
|
|
|
|
//
|
|
|
|
// detach all our children
|
|
|
|
//
|
|
|
|
for ( i=0; i < MAX_MODEL_CHILDREN; i++ )
|
|
|
|
{
|
|
|
|
if (children[i])
|
|
|
|
{
|
|
|
|
child = ( Entity * )G_GetEntity( children[ i ] );
|
|
|
|
child->ProcessEvent( EV_Detach );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !deathmatch->value && !coop->value && !level.training )
|
|
|
|
{
|
|
|
|
// Fade to white
|
|
|
|
gi.WriteByte( svc_console_command );
|
|
|
|
gi.WriteString( "fo 0.8 1 1 1" );
|
|
|
|
gi.unicast( edict, false );
|
|
|
|
PostEvent( EV_Player_Respawn, 3.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef SIN_ARCADE
|
1999-03-20 00:00:00 +00:00
|
|
|
gi.WriteByte( svc_stufftext );
|
|
|
|
gi.WriteString( "playerdead" );
|
|
|
|
gi.unicast( edict, true );
|
1998-12-20 00:00:00 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Killed
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity *attacker;
|
|
|
|
Entity *inflictor;
|
|
|
|
str location;
|
|
|
|
str prefix;
|
|
|
|
str aname;
|
|
|
|
int meansofdeath;
|
|
|
|
int i;
|
|
|
|
qboolean deathgib=false;
|
|
|
|
str dname;
|
|
|
|
Event *ev1;
|
|
|
|
|
|
|
|
attacker = ev->GetEntity( 1 );
|
|
|
|
inflictor = ev->GetEntity( 3 );
|
|
|
|
location = ev->GetString( 4 );
|
|
|
|
meansofdeath = ev->GetInteger( 5 );
|
|
|
|
|
|
|
|
// Set the enemy to attacker if it is a client, otherwise
|
|
|
|
// some world object killed the player. We don't overwrite
|
|
|
|
// enemy with non-clients, so clients can get credit for
|
|
|
|
// kills they caused (i.e. shooting someone caused them to fall )
|
|
|
|
if ( attacker->isClient() )
|
|
|
|
{
|
|
|
|
enemy = attacker;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get rid of the third person crosshair if we have one
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
delete crosshair;
|
|
|
|
crosshair = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
Obituary( attacker, inflictor, location, meansofdeath );
|
|
|
|
|
|
|
|
StopAnimating();
|
|
|
|
CancelPendingEvents();
|
|
|
|
|
|
|
|
//
|
|
|
|
// determine death animation
|
|
|
|
//
|
|
|
|
if ( DoGib( meansofdeath, inflictor ) )
|
|
|
|
{
|
|
|
|
deathgib = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
prefix = AnimPrefixForPlayer();
|
|
|
|
|
|
|
|
if ( deathgib )
|
|
|
|
{
|
|
|
|
str location;
|
|
|
|
|
|
|
|
location = ev->GetString( 4 );
|
|
|
|
|
|
|
|
// Check for location first otherwise randomize
|
|
|
|
if ( location == "torso_upper" )
|
|
|
|
dname += str( "gibdeath_upper" );
|
|
|
|
else if ( location == "torso_lower" )
|
|
|
|
dname += str( "gibdeath_lower" );
|
|
|
|
else if ( strstr( location.c_str(), "leg" ) )
|
|
|
|
dname += str( "gibdeath_lower" );
|
|
|
|
else if ( strstr( location.c_str(), "arm" ) )
|
|
|
|
dname += str( "gibdeath_upper" );
|
|
|
|
else if ( strstr( location.c_str(), "head" ) )
|
|
|
|
dname += str( "gibdeath_upper" );
|
|
|
|
else if ( G_Random() > 0.5 )
|
|
|
|
dname += str( "gibdeath_upper" );
|
|
|
|
else
|
|
|
|
dname += str( "gibdeath_lower" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( deathgib )
|
|
|
|
aname = prefix + dname;
|
|
|
|
else
|
|
|
|
aname = prefix + str("death_") + location;
|
|
|
|
|
|
|
|
i = gi.Anim_Random( edict->s.modelindex, aname.c_str() );
|
|
|
|
|
|
|
|
if ( i == -1 )
|
|
|
|
{
|
|
|
|
aname = prefix + str("death");
|
|
|
|
}
|
|
|
|
|
1999-03-20 00:00:00 +00:00
|
|
|
// moved to before the deadflag being set to prevent a definate game crash
|
|
|
|
if ( flags & ( FL_MUTANT|FL_SP_MUTANT ) )
|
|
|
|
{
|
|
|
|
Human( NULL );
|
|
|
|
}
|
|
|
|
|
1998-12-20 00:00:00 +00:00
|
|
|
deadflag = DEAD_DYING;
|
|
|
|
|
|
|
|
respawn_time = level.time + 1.0;
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
if ( !level.training )
|
|
|
|
{
|
|
|
|
DropWeapon( currentWeapon );
|
|
|
|
}
|
|
|
|
else if ( level.training != 2 )
|
|
|
|
{
|
|
|
|
delete currentWeapon;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( coop->value )
|
|
|
|
{
|
|
|
|
DropInventoryItems();
|
|
|
|
}
|
|
|
|
|
|
|
|
edict->clipmask = MASK_DEADSOLID;
|
|
|
|
edict->svflags |= SVF_DEADMONSTER;
|
|
|
|
|
|
|
|
ProcessEvent( EV_Player_ZoomOut );
|
|
|
|
SetViewMode( THIRD_PERSON );
|
|
|
|
setMoveType( MOVETYPE_NONE );
|
|
|
|
|
|
|
|
edict->s.renderfx &= ~RF_DLIGHT;
|
|
|
|
edict->s.renderfx &= ~RF_ENVMAPPED;
|
|
|
|
|
|
|
|
angles.x = 0;
|
|
|
|
angles.z = 0;
|
|
|
|
setAngles( angles );
|
|
|
|
|
|
|
|
if ( deathmatch->value )
|
|
|
|
{
|
|
|
|
client->showinfo = true;
|
|
|
|
G_DeathmatchScoreboard( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( flags & ( FL_MUTANT|FL_SP_MUTANT ) )
|
|
|
|
{
|
|
|
|
ev1 = new Event( EV_Gib );
|
|
|
|
ev1->AddInteger( 0 );
|
|
|
|
ProcessEvent( ev1 );
|
|
|
|
ProcessEvent( EV_Player_Dead );
|
|
|
|
}
|
|
|
|
else if ( strstr( aname.c_str(), "gibdeath" ) )
|
|
|
|
{
|
|
|
|
ev1 = new Event( EV_Gib );
|
|
|
|
ev1->AddInteger( 1 );
|
|
|
|
ProcessEvent( ev1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
RandomAnimate( aname.c_str(), EV_Player_Dead );
|
|
|
|
animOverride = true;
|
|
|
|
|
|
|
|
//
|
|
|
|
// change music
|
|
|
|
//
|
|
|
|
ChangeMusic( "failure", "normal", true );
|
|
|
|
|
|
|
|
if ( !deathmatch->value && !level.training && !level.no_jc )
|
|
|
|
{
|
|
|
|
char name[ 128 ];
|
|
|
|
int num;
|
|
|
|
|
|
|
|
num = (int)G_Random( 4 ) + 1;
|
|
|
|
sprintf( name, "global/universal_script.scr::jc_talks_blade_dies%d", num );
|
|
|
|
ExecuteThread( name, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Pain
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float damage,delta;
|
|
|
|
Entity *attacker;
|
|
|
|
int meansofdeath;
|
|
|
|
|
|
|
|
damage = ev->GetFloat( 1 );
|
|
|
|
attacker = ev->GetEntity( 2 );
|
|
|
|
meansofdeath = ev->GetInteger( 4 );
|
|
|
|
|
|
|
|
if ( viewmode == CAMERA_VIEW )
|
|
|
|
{
|
|
|
|
if ( level.cinematic )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ExitConsole( NULL );
|
|
|
|
SetCamera( NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// add to our damage time
|
|
|
|
v_dmg_time = level.time + DAMAGE_TIME;
|
|
|
|
|
|
|
|
if ( attacker->isClient() )
|
|
|
|
{
|
|
|
|
if ( !deadflag )
|
|
|
|
{
|
|
|
|
enemy = attacker;
|
|
|
|
lastEnemyTime = level.time + ENEMY_TIME;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// increase action level of game
|
|
|
|
action_level += damage;
|
|
|
|
|
|
|
|
// add to the damage inflicted on a player this frame
|
|
|
|
// the total will be turned into screen blends and view angle kicks
|
|
|
|
// at the end of the frame
|
|
|
|
damage_blood += damage;
|
|
|
|
|
|
|
|
// white flash signifying no damage was taken.
|
|
|
|
if ( ( damage <= 0 ) && ( meansofdeath != MOD_FISTS ) )
|
|
|
|
{
|
|
|
|
Event *ev1;
|
|
|
|
|
|
|
|
ProcessEvent( EV_Player_ClearFlashColor );
|
|
|
|
ev1 = new Event( EV_Player_SetFlashColor );
|
|
|
|
|
|
|
|
// Flash the player white
|
|
|
|
ev1->AddFloat( 1 );
|
|
|
|
ev1->AddFloat( 1 );
|
|
|
|
ev1->AddFloat( 1 );
|
|
|
|
ev1->AddFloat( 0.3 );
|
|
|
|
ProcessEvent( ev1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
delta = level.time - last_damage_time;
|
|
|
|
|
|
|
|
// Don' play more than one pain sound or animation a second
|
|
|
|
if ( delta < 1.0 )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
last_damage_time = level.time;
|
|
|
|
|
|
|
|
// If damage > 5 then play a pain animation, otherwise play a pain sound
|
|
|
|
if ( !firing && !deadflag && damage > 5)
|
|
|
|
{
|
|
|
|
str prefix;
|
|
|
|
str aname;
|
|
|
|
int index;
|
|
|
|
|
|
|
|
//
|
|
|
|
// determine pain animation
|
|
|
|
//
|
|
|
|
prefix = AnimPrefixForPlayer();
|
|
|
|
aname = prefix + str("pain_") + str( ev->GetString( 3 ) );
|
|
|
|
index = gi.Anim_Random( edict->s.modelindex, aname.c_str() );
|
|
|
|
if ( index == -1 )
|
|
|
|
{
|
|
|
|
aname = prefix + str("pain");
|
|
|
|
}
|
|
|
|
|
|
|
|
TempAnim( aname.c_str(), NULL );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
RandomSound( "snd_pain", 1 );
|
|
|
|
ProcessEvent( EV_PainSound );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DoUse
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
edict_t *touch[ MAX_EDICTS ];
|
|
|
|
edict_t *hit;
|
|
|
|
Event *ev;
|
|
|
|
Vector min;
|
|
|
|
Vector max;
|
|
|
|
Vector offset;
|
|
|
|
trace_t trace;
|
|
|
|
Vector start;
|
|
|
|
Vector end;
|
|
|
|
float t;
|
|
|
|
|
|
|
|
|
|
|
|
// Pickup inventory if one exists
|
|
|
|
PickupFloatingInventory();
|
|
|
|
|
|
|
|
start = worldorigin + Vector( 0, 0, viewheight );
|
|
|
|
end = start + Vector( orientation[ 0 ] ) * 64.0f;
|
|
|
|
|
|
|
|
trace = G_Trace( start, vec_zero, vec_zero, end, this, MASK_SOLID, "Player::DoUse" );
|
|
|
|
|
|
|
|
t = 64 * trace.fraction - maxs[ 0 ];
|
|
|
|
if ( t < 0 )
|
|
|
|
{
|
|
|
|
t = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
offset = Vector( orientation[ 0 ] ) * t;
|
|
|
|
|
|
|
|
min = start + offset + "-16 -16 -16";
|
|
|
|
max = start + offset + "16 16 16";
|
|
|
|
|
|
|
|
num = gi.BoxEdicts( min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS );
|
|
|
|
|
|
|
|
// be careful, it is possible to have an entity in this
|
|
|
|
// list removed before we get to it (killtriggered)
|
|
|
|
for( i = 0; i < num; i++ )
|
|
|
|
{
|
|
|
|
hit = touch[ i ];
|
|
|
|
if ( !hit->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert( hit->entity );
|
|
|
|
|
|
|
|
ev = new Event( EV_Use );
|
|
|
|
ev->AddEntity( this );
|
|
|
|
hit->entity->ProcessEvent( ev );
|
|
|
|
}
|
|
|
|
|
|
|
|
num = gi.BoxEdicts( min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID );
|
|
|
|
|
|
|
|
// be careful, it is possible to have an entity in this
|
|
|
|
// list removed before we get to it (killtriggered)
|
|
|
|
for( i = 0; i < num; i++ )
|
|
|
|
{
|
|
|
|
hit = touch[ i ];
|
|
|
|
if ( !hit->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert( hit->entity );
|
|
|
|
|
|
|
|
ev = new Event( EV_Use );
|
|
|
|
ev->AddEntity( this );
|
|
|
|
hit->entity->ProcessEvent( ev );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Force a reload on a weapon
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
currentWeapon->ForceReload();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static Entity *pm_passent;
|
|
|
|
|
|
|
|
// pmove doesn't need to know about passent and contentmask
|
|
|
|
extern "C" trace_t PM_trace
|
|
|
|
(
|
|
|
|
vec3_t start,
|
|
|
|
vec3_t mins,
|
|
|
|
vec3_t maxs,
|
|
|
|
vec3_t end
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( ( pm_passent->flags & FL_GODMODE ) || ( pm_passent->health > 0 ) )
|
|
|
|
{
|
|
|
|
return G_Trace( start, mins, maxs, end, pm_passent->edict, MASK_PLAYERSOLID, "PM_trace 1" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return G_Trace( start, mins, maxs, end, pm_passent->edict, MASK_DEADSOLID, "PM_trace 1" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::SetViewMode
|
|
|
|
(
|
|
|
|
viewmode_t mode,
|
|
|
|
Entity * newCamera
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Camera *c;
|
|
|
|
|
|
|
|
viewmode = mode;
|
|
|
|
|
|
|
|
if ( watchCamera && ( ( watchCamera == thirdpersonCamera ) || ( watchCamera == spectatorCamera ) ) )
|
|
|
|
{
|
|
|
|
delete watchCamera;
|
|
|
|
watchCamera = NULL;
|
|
|
|
thirdpersonCamera = NULL;
|
|
|
|
spectatorCamera = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
delete crosshair;
|
|
|
|
crosshair = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( viewmode )
|
|
|
|
{
|
|
|
|
default :
|
|
|
|
case THIRD_PERSON :
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
Vector pos;
|
|
|
|
|
|
|
|
c = new Camera;
|
|
|
|
|
|
|
|
ev = new Event( EV_Camera_MoveToPos );
|
|
|
|
pos = worldorigin;
|
|
|
|
pos.z = absmax.z;
|
|
|
|
ev->AddVector( pos );
|
|
|
|
c->ProcessEvent( ev );
|
|
|
|
|
|
|
|
ev = new Event( EV_Camera_TurnTo );
|
|
|
|
ev->AddVector( v_angle );
|
|
|
|
c->ProcessEvent( ev );
|
|
|
|
|
|
|
|
if ( vehicle )
|
|
|
|
c->FollowEntity( this, 256, MASK_OPAQUE );
|
|
|
|
else
|
|
|
|
c->FollowEntity( this, 128, MASK_PLAYERSOLID );
|
|
|
|
watchCamera = c;
|
|
|
|
thirdpersonCamera = c;
|
|
|
|
|
|
|
|
if ( !deadflag )
|
|
|
|
{
|
|
|
|
cvar_t * chair;
|
|
|
|
|
|
|
|
chair = gi.cvar("crosshair", "0", 0);
|
|
|
|
crosshair = new Entity;
|
|
|
|
crosshair->setModel( va( "sprites/crosshair%d.spr", (int)chair->value ) );
|
|
|
|
crosshair->edict->svflags |= SVF_ONLYPARENT;
|
|
|
|
crosshair->edict->owner = this->edict;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SPECTATOR :
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
Vector pos;
|
|
|
|
edict_t *cl_ent;
|
|
|
|
|
|
|
|
cl_ent = g_edicts + 1 + currentCameraTarget;
|
|
|
|
c = new Camera;
|
|
|
|
|
|
|
|
ev = new Event( EV_Camera_MoveToPos );
|
|
|
|
pos = cl_ent->entity->worldorigin;
|
|
|
|
pos.z = cl_ent->entity->absmax.z;
|
|
|
|
ev->AddVector( pos );
|
|
|
|
c->ProcessEvent( ev );
|
|
|
|
|
|
|
|
ev = new Event( EV_Camera_TurnTo );
|
|
|
|
ev->AddVector( cl_ent->entity->worldangles );
|
|
|
|
c->ProcessEvent( ev );
|
|
|
|
|
|
|
|
c->FollowEntity( cl_ent->entity, 128, MASK_PLAYERSOLID );
|
|
|
|
watchCamera = c;
|
|
|
|
spectatorCamera = c;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FIRST_PERSON :
|
|
|
|
watchCamera = this;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CAMERA_VIEW :
|
|
|
|
watchCamera = newCamera;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::CheckButtons
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Only process buttons if you're not dying
|
|
|
|
if ( deadflag != DEAD_NO )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( new_buttons & BUTTON_USE )
|
|
|
|
{
|
|
|
|
DoUse();
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ( buttons & BUTTON_ATTACK ) && spectator )
|
|
|
|
ChangeSpectator();
|
|
|
|
|
|
|
|
// Check for button release
|
|
|
|
if ( !( buttons & BUTTON_ATTACK ) )
|
|
|
|
{
|
|
|
|
if ( firedown )
|
|
|
|
{
|
|
|
|
Event *event;
|
|
|
|
event = new Event( EV_Sentient_ReleaseAttack );
|
|
|
|
event->AddFloat( level.time - firedowntime );
|
|
|
|
ProcessEvent( event );
|
|
|
|
firedown = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fire weapon from final position if needed
|
|
|
|
if ( ( buttons & BUTTON_ATTACK ) && WeaponReady() )
|
|
|
|
{
|
|
|
|
//
|
|
|
|
// raise the action level
|
|
|
|
//
|
|
|
|
if ( currentWeapon )
|
|
|
|
action_level += currentWeapon->ActionLevelIncrement();
|
|
|
|
|
|
|
|
firedown = true;
|
|
|
|
firedowntime = level.time;
|
|
|
|
|
|
|
|
if ( !vehicle )
|
|
|
|
{
|
|
|
|
str name;
|
|
|
|
str prefix;
|
|
|
|
|
|
|
|
prefix = AnimPrefixForPlayer();
|
|
|
|
//
|
|
|
|
// append the prefix based on which weapon we are holding
|
|
|
|
//
|
|
|
|
prefix += str( AnimPrefixForWeapon() );
|
|
|
|
|
|
|
|
if ( ( xyspeed > 20 ) )
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
int numframes;
|
|
|
|
|
|
|
|
if ( ( waterlevel > 2 ) || ( xyspeed > 250 ) )
|
|
|
|
name = prefix + str("run_fire");
|
|
|
|
else
|
|
|
|
name = prefix + str("walk_fire");
|
|
|
|
num = gi.Anim_Random( edict->s.modelindex, name.c_str() );
|
|
|
|
if ( num != -1 )
|
|
|
|
{
|
|
|
|
numframes = gi.Anim_NumFrames( edict->s.modelindex, num );
|
|
|
|
if ( ( last_frame_in_anim + 1 ) == numframes )
|
|
|
|
edict->s.anim = num;
|
|
|
|
else
|
|
|
|
TempAnim( name.c_str(), NULL );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
name = prefix + str("fire");
|
|
|
|
TempAnim( name.c_str(), NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
name = prefix + str("fire");
|
|
|
|
TempAnim( name.c_str(), NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ProcessEvent( EV_Sentient_Attack );
|
|
|
|
|
|
|
|
if ( ai_createnodes->value )
|
|
|
|
{
|
|
|
|
goalNode = nearestNode;
|
|
|
|
if ( !goalNode )
|
|
|
|
{
|
|
|
|
if ( ai_debugpath->value )
|
|
|
|
{
|
|
|
|
gi.dprintf( "New path node\n" );
|
|
|
|
}
|
|
|
|
nearestNode = new PathNode;
|
|
|
|
nearestNode->Setup( worldorigin );
|
|
|
|
goalNode = nearestNode;
|
|
|
|
lastNode = nearestNode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::TouchStuff
|
|
|
|
(
|
|
|
|
pmove_t *pm
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
edict_t *other;
|
|
|
|
Event *event;
|
|
|
|
int i;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
if ( getMoveType() != MOVETYPE_NOCLIP )
|
|
|
|
{
|
|
|
|
G_TouchTriggers( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
// touch other objects
|
|
|
|
for( i = 0; i < pm->numtouch; i++ )
|
|
|
|
{
|
|
|
|
other = pm->touchents[ i ];
|
|
|
|
for( j = 0; j < i ; j++ )
|
|
|
|
{
|
|
|
|
if ( pm->touchents[ j ] == other )
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( j != i )
|
|
|
|
{
|
|
|
|
// duplicated
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Don't bother touching the world
|
|
|
|
if ( ( !other->entity ) || ( other->entity == world ) )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
event = new Event( EV_Touch );
|
|
|
|
event->AddEntity( this );
|
|
|
|
other->entity->ProcessEvent( event );
|
|
|
|
|
|
|
|
event = new Event( EV_Touch );
|
|
|
|
event->AddEntity( other->entity );
|
|
|
|
ProcessEvent( event );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::EnterVehicle
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
|
|
if ( ent && ent->isSubclassOf( Vehicle ) )
|
|
|
|
{
|
|
|
|
viewheight = STAND_EYE_HEIGHT;
|
|
|
|
levelVars.SetVariable( "player_in_vehicle", 1 );
|
|
|
|
velocity = vec_zero;
|
|
|
|
vehicle = ( Vehicle * )ent;
|
|
|
|
if ( vehicle->IsDrivable() )
|
|
|
|
setMoveType( MOVETYPE_VEHICLE );
|
|
|
|
else
|
|
|
|
setMoveType( MOVETYPE_NOCLIP );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
|
|
vehicleanim = ev->GetString( 2 );
|
|
|
|
else
|
|
|
|
vehicleanim = "drive";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::ExitVehicle
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
levelVars.SetVariable( "player_in_vehicle", 0 );
|
|
|
|
setMoveType( MOVETYPE_WALK );
|
|
|
|
vehicle = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::GetMoveInfo
|
|
|
|
(
|
|
|
|
pmove_t *pm
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( !deadflag )
|
|
|
|
{
|
|
|
|
v_angle[ 0 ] = pm->viewangles[ 0 ];
|
|
|
|
v_angle[ 1 ] = pm->viewangles[ 1 ];
|
|
|
|
v_angle[ 2 ] = pm->viewangles[ 2 ];
|
|
|
|
AnglesToMat( v_angle.vec3(), orientation );
|
|
|
|
}
|
|
|
|
|
|
|
|
client->ps.pmove = pm->s;
|
|
|
|
old_pmove = pm->s;
|
|
|
|
|
|
|
|
setOrigin( Vector( pm->s.origin[ 0 ], pm->s.origin[ 1 ], pm->s.origin[ 2 ] ) * 0.125 );
|
|
|
|
velocity = Vector( pm->s.velocity[ 0 ], pm->s.velocity[ 1 ], pm->s.velocity[ 2 ] ) * 0.125;
|
|
|
|
|
|
|
|
if (
|
|
|
|
( client->ps.pmove.pm_type == PM_FREEZE ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_INVEHICLE_ZOOM ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_INVEHICLE )
|
|
|
|
)
|
|
|
|
velocity = vec_zero;
|
|
|
|
|
|
|
|
setSize( pm->mins, pm->maxs );
|
|
|
|
|
|
|
|
gunoffset = Vector( 0, 0, pm->viewheight );
|
|
|
|
viewheight = pm->viewheight;
|
|
|
|
waterlevel = pm->waterlevel;
|
|
|
|
watertype = pm->watertype;
|
|
|
|
onladder = pm->onladder;
|
|
|
|
if ( pm->groundentity )
|
|
|
|
{
|
|
|
|
groundentity = pm->groundentity;
|
|
|
|
groundsurface = pm->groundsurface;
|
|
|
|
groundplane = pm->groundplane;
|
|
|
|
groundcontents = pm->groundcontents;
|
|
|
|
groundentity_linkcount = pm->groundentity->linkcount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
groundentity = NULL;
|
|
|
|
groundsurface = NULL;
|
|
|
|
groundcontents = 0;
|
|
|
|
}
|
|
|
|
if ( pm->groundsurface )
|
|
|
|
fallsurface = pm->groundsurface;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::SetMoveInfo
|
|
|
|
(
|
|
|
|
pmove_t *pm,
|
|
|
|
usercmd_t *ucmd
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
pm_passent = this;
|
|
|
|
|
|
|
|
// set up for pmove
|
|
|
|
memset( pm, 0, sizeof( pmove_t ) );
|
|
|
|
|
|
|
|
pm->s = client->ps.pmove;
|
|
|
|
|
|
|
|
pm->s.origin[ 0 ] = worldorigin.x * 8;
|
|
|
|
pm->s.origin[ 1 ] = worldorigin.y * 8;
|
|
|
|
pm->s.origin[ 2 ] = worldorigin.z * 8;
|
|
|
|
|
|
|
|
pm->s.velocity[ 0 ] = velocity.x * 8;
|
|
|
|
pm->s.velocity[ 1 ] = velocity.y * 8;
|
|
|
|
pm->s.velocity[ 2 ] = velocity.z * 8;
|
|
|
|
|
|
|
|
if ( !vehicle && memcmp( &old_pmove, &pm->s, sizeof( pm->s ) ) )
|
|
|
|
{
|
|
|
|
pm->snapinitial = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
pm->cmd = *ucmd;
|
|
|
|
|
|
|
|
pm->trace = PM_trace; // adds default parms
|
|
|
|
pm->pointcontents = gi.pointcontents;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL pmtype_t Player::GetMovePlayerMoveType
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( level.playerfrozen || sentientFrozen )
|
|
|
|
{
|
|
|
|
return PM_FREEZE;
|
|
|
|
}
|
|
|
|
else if ( viewmode == CAMERA_VIEW )
|
|
|
|
{
|
|
|
|
return PM_LOCKVIEW;
|
|
|
|
}
|
|
|
|
else if ( vehicle )
|
|
|
|
{
|
|
|
|
if ( zoom_mode == ZOOMED_IN )
|
|
|
|
{
|
|
|
|
return PM_INVEHICLE_ZOOM;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return PM_INVEHICLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( ( getMoveType() == MOVETYPE_NOCLIP ) || ( spectator ) )
|
|
|
|
{
|
|
|
|
return PM_SPECTATOR;
|
|
|
|
}
|
|
|
|
else if ( deadflag )
|
|
|
|
{
|
|
|
|
return PM_DEAD;
|
|
|
|
}
|
|
|
|
else if ( zoom_mode == ZOOMED_IN )
|
|
|
|
{
|
|
|
|
return PM_ZOOM;
|
|
|
|
}
|
|
|
|
else if ( ( viewmode == THIRD_PERSON ) && ( !gravaxis ) )
|
|
|
|
{
|
|
|
|
return PM_LOCKVIEW;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return PM_NORMAL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::ClientMove
|
|
|
|
(
|
|
|
|
usercmd_t *ucmd
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
pmove_t pm;
|
|
|
|
|
|
|
|
client->ps.pmove.pm_type = GetMovePlayerMoveType();
|
|
|
|
if (
|
|
|
|
( client->ps.pmove.pm_type == PM_LOCKVIEW ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_INVEHICLE ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_INVEHICLE_ZOOM ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_FREEZE ) ||
|
|
|
|
( client->ps.pmove.pm_type == PM_DEAD )
|
|
|
|
)
|
|
|
|
client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
|
|
else
|
|
|
|
client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
|
|
|
|
|
|
|
|
if ( flags & FL_MUTANT )
|
|
|
|
client->ps.pmove.pm_flags |= PMF_MUTANT;
|
|
|
|
else
|
|
|
|
client->ps.pmove.pm_flags &= ~PMF_MUTANT;
|
|
|
|
|
|
|
|
if ( flags & FL_ADRENALINE )
|
|
|
|
client->ps.pmove.pm_flags |= PMF_ADRENALINE;
|
|
|
|
else
|
|
|
|
client->ps.pmove.pm_flags &= ~PMF_ADRENALINE;
|
|
|
|
|
|
|
|
if ( level.airclamp )
|
|
|
|
client->ps.pmove.pm_flags &= ~PMF_NOAIRCLAMP;
|
|
|
|
else
|
|
|
|
client->ps.pmove.pm_flags |= PMF_NOAIRCLAMP;
|
|
|
|
|
|
|
|
edict->s.effects &= ~EF_NOFOOTSTEPS;
|
|
|
|
if ( !sv_footsteps->value )
|
|
|
|
{
|
|
|
|
edict->s.effects |= EF_NOFOOTSTEPS;
|
|
|
|
}
|
|
|
|
|
|
|
|
client->ps.pmove.gravity = sv_gravity->value * gravity;
|
|
|
|
SetMoveInfo( &pm, ucmd );
|
|
|
|
|
|
|
|
// perform a pmove
|
|
|
|
gi.Pmove( &pm );
|
|
|
|
|
|
|
|
if ( !deadflag && !level.playerfrozen )
|
|
|
|
{
|
|
|
|
if ( waterlevel == 3 && falling)
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
|
|
|
|
ev = new Event( EV_Sentient_AnimLoop );
|
|
|
|
ProcessEvent( ev );
|
|
|
|
falling = false;
|
|
|
|
}
|
|
|
|
if ( groundentity && !pm.groundentity && ( pm.cmd.upmove >= 10 ) && ( waterlevel <= 1 ) )
|
|
|
|
{
|
|
|
|
TempAnim( "jump", NULL );
|
|
|
|
falling = true;
|
|
|
|
}
|
|
|
|
if ( !groundentity && pm.groundentity && ( ( pm.s.velocity[ 2 ] < -1600 ) || falling ) )
|
|
|
|
{
|
|
|
|
falling = false;
|
|
|
|
if ( waterlevel <= 2 )
|
|
|
|
{
|
|
|
|
TempAnim( "land", NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( ( !onladder ) && !pm.groundentity && ( velocity[ 2 ] < -200 ) && ( pm.s.velocity[ 2 ] > -2000 ) )
|
|
|
|
{
|
|
|
|
if ( !waterlevel )
|
|
|
|
{
|
|
|
|
TempAnim( "fall", NULL );
|
|
|
|
falling = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// save results of pmove
|
|
|
|
GetMoveInfo( &pm );
|
|
|
|
|
|
|
|
TouchStuff( &pm );
|
|
|
|
if ( !level.playerfrozen )
|
|
|
|
CheckButtons();
|
|
|
|
if ( whereami->value )
|
|
|
|
{
|
|
|
|
static Vector last;
|
|
|
|
if ( worldorigin != last )
|
|
|
|
{
|
|
|
|
last = worldorigin;
|
|
|
|
gi.dprintf("x %8.2f y%8.2f z %8.2f area %2d\n", worldorigin[0], worldorigin[1], worldorigin[2], edict->areanum );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
ClientThink
|
|
|
|
|
|
|
|
This will be called once for each client frame, which will
|
|
|
|
usually be a couple times for each server frame.
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
EXPORT_FROM_DLL void Player::ClientThink
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( !has_thought )
|
|
|
|
{
|
|
|
|
// let any threads waiting on us know they can go ahead
|
|
|
|
Director.PlayerSpawned();
|
|
|
|
has_thought = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
new_buttons = current_ucmd->buttons & ~buttons;
|
|
|
|
buttons = current_ucmd->buttons;
|
|
|
|
|
|
|
|
// set the current gravity axis
|
|
|
|
client->ps.pmove.gravity_axis = gravaxis;
|
|
|
|
|
|
|
|
// save light level the player is standing on for
|
|
|
|
// monster sighting AI
|
|
|
|
light_level = current_ucmd->lightlevel;
|
|
|
|
|
|
|
|
if ( level.intermissiontime )
|
|
|
|
{
|
|
|
|
client->ps.pmove.pm_type = PM_FREEZE;
|
|
|
|
|
|
|
|
// can exit intermission after five seconds
|
|
|
|
if ( level.time > level.intermissiontime + 5.0 && ( new_buttons & BUTTON_ANY ) )
|
|
|
|
{
|
|
|
|
level.exitintermission = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Save cmd angles so that we can get delta angle movements next frame
|
|
|
|
client->resp.cmd_angles[ 0 ] = SHORT2ANGLE( current_ucmd->angles[ 0 ] );
|
|
|
|
client->resp.cmd_angles[ 1 ] = SHORT2ANGLE( current_ucmd->angles[ 1 ] );
|
|
|
|
client->resp.cmd_angles[ 2 ] = SHORT2ANGLE( current_ucmd->angles[ 2 ] );
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( current_ucmd->debris )
|
|
|
|
{
|
|
|
|
float mult;
|
|
|
|
mult = SURFACE_DamageMultiplier( current_ucmd->debris << SURF_START_BIT );
|
|
|
|
mult *= 2;
|
|
|
|
if ( mult > 0 )
|
|
|
|
{
|
|
|
|
Damage( world, world, ( int )mult, worldorigin, vec_zero, vec_zero, 0, 0, MOD_DEBRIS, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (
|
|
|
|
( client->ps.pmove.pm_flags & PMF_TIME_TELEPORT ) &&
|
|
|
|
( savedfov ) &&
|
|
|
|
( client->ps.pmove.pm_time < 95 )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
|
|
|
|
ev = new Event( EV_Player_RestoreFov );
|
|
|
|
ProcessEvent( ev );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !vehicle || !vehicle->Drive( current_ucmd ) )
|
|
|
|
{
|
|
|
|
short temporigin[ 3 ];
|
|
|
|
|
|
|
|
if ( watchCamera != this )
|
|
|
|
{
|
|
|
|
//
|
|
|
|
// we save off the origin so that camera's origins are not messed up
|
|
|
|
//
|
|
|
|
temporigin[ 0 ] = client->ps.pmove.origin[ 0 ];
|
|
|
|
temporigin[ 1 ] = client->ps.pmove.origin[ 1 ];
|
|
|
|
temporigin[ 2 ] = client->ps.pmove.origin[ 2 ];
|
|
|
|
|
|
|
|
ClientMove( current_ucmd );
|
|
|
|
|
|
|
|
client->ps.pmove.origin[ 0 ] = temporigin[ 0 ];
|
|
|
|
client->ps.pmove.origin[ 1 ] = temporigin[ 1 ];
|
|
|
|
client->ps.pmove.origin[ 2 ] = temporigin[ 2 ];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ClientMove( current_ucmd );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CheckWater();
|
|
|
|
if ( !level.playerfrozen )
|
|
|
|
CheckButtons();
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we're dying, check for respawn
|
|
|
|
|
|
|
|
assert( !( deadflag && deadflag != DEAD_DEAD && !animating ) );
|
|
|
|
|
|
|
|
if ( ( deadflag == DEAD_DEAD && ( level.time > respawn_time ) ) ||
|
|
|
|
( deadflag && !animating ) )
|
|
|
|
{
|
|
|
|
if ( ( deathmatch->value ) && ( !checked_dead_camera ) && ( level.time > ( respawn_time + 10 ) ) )
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
|
|
|
|
checked_dead_camera = true;
|
|
|
|
// Find the end node
|
|
|
|
num = G_FindTarget( 0, "endnode1" );
|
|
|
|
|
|
|
|
if ( num && thirdpersonCamera )
|
|
|
|
{
|
|
|
|
Entity * path;
|
|
|
|
Event * event;
|
|
|
|
|
|
|
|
event = new Event( EV_Camera_NormalAngles );
|
|
|
|
thirdpersonCamera->ProcessEvent( event );
|
|
|
|
event = new Event( EV_Camera_Orbit);
|
|
|
|
path = G_GetEntity( num );
|
|
|
|
event->AddEntity( path );
|
|
|
|
thirdpersonCamera->ProcessEvent( event );
|
|
|
|
event = new Event( EV_Camera_JumpCut );
|
|
|
|
thirdpersonCamera->ProcessEvent( event );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// wait for any button just going down
|
|
|
|
if ( new_buttons || ( DM_FLAG( DF_FORCE_RESPAWN ) ) )
|
|
|
|
{
|
|
|
|
ProcessEvent( EV_Player_Respawn );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check to see if we want to get out of a cinematic or camera
|
|
|
|
//
|
|
|
|
if (
|
|
|
|
( viewmode == CAMERA_VIEW ) &&
|
|
|
|
(
|
|
|
|
( buttons & BUTTON_ATTACK ) ||
|
|
|
|
( buttons & BUTTON_USE ) ||
|
|
|
|
( abs( current_ucmd->forwardmove ) >= 200 ) ||
|
|
|
|
( abs( current_ucmd->sidemove ) >= 200 ) ||
|
|
|
|
( current_ucmd->upmove > 0 )
|
|
|
|
)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if ( level.cinematic )
|
|
|
|
{
|
|
|
|
if (
|
|
|
|
( buttons & BUTTON_ATTACK ) ||
|
|
|
|
( buttons & BUTTON_USE ) ||
|
|
|
|
( current_ucmd->upmove > 0 )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if ( world->skipthread.length() > 1 )
|
|
|
|
{
|
|
|
|
ExecuteThread( world->skipthread );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( !( buttons & BUTTON_USE ) &&
|
|
|
|
!( buttons & BUTTON_ATTACK ) &&
|
|
|
|
!( trappedInQuantum ) &&
|
|
|
|
!( in_console )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
SetCamera( NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Save cmd angles so that we can get delta angle movements next frame
|
|
|
|
client->resp.cmd_angles[ 0 ] = SHORT2ANGLE( current_ucmd->angles[ 0 ] );
|
|
|
|
client->resp.cmd_angles[ 1 ] = SHORT2ANGLE( current_ucmd->angles[ 1 ] );
|
|
|
|
client->resp.cmd_angles[ 2 ] = SHORT2ANGLE( current_ucmd->angles[ 2 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventUseItem
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
name = ev->GetString( 1 );
|
|
|
|
assert( name );
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( flags & ( FL_MUTANT|FL_SP_MUTANT ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( currentWeapon && !currentWeapon->ChangingWeapons() )
|
|
|
|
{
|
|
|
|
if ( !Q_stricmp( name, currentWeapon->getClassname() ) )
|
|
|
|
{
|
|
|
|
Event *event;
|
|
|
|
event = new Event(EV_Weapon_SecondaryUse);
|
|
|
|
event->AddEntity(this);
|
|
|
|
currentWeapon->ProcessEvent(event);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ProcessEvent( EV_Player_ZoomOut );
|
|
|
|
|
|
|
|
if ( checkInheritance( &Weapon::ClassInfo, name ) )
|
|
|
|
useWeapon( name );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventUseInventoryItem
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( deadflag )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( !currentItem )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( flags & ( FL_MUTANT|FL_SP_MUTANT ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
currentItem->ProcessEvent(EV_InventoryItem_Use);
|
|
|
|
}
|
|
|
|
|
|
|
|
Weapon *Player::useWeapon
|
|
|
|
(
|
|
|
|
const char *weaponname
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( vehicle && vehicle->HasWeapon() )
|
|
|
|
return NULL;
|
|
|
|
else
|
|
|
|
return Sentient::useWeapon( weaponname );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Take
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
name = ev->GetString( 1 );
|
|
|
|
|
|
|
|
assert( name );
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !stricmp( name, "all" ) )
|
|
|
|
{
|
|
|
|
if ( currentWeapon )
|
|
|
|
currentWeapon->DetachFromOwner();
|
|
|
|
|
|
|
|
SetCurrentWeapon( NULL );
|
|
|
|
FreeInventoryOfType("Weapon");
|
|
|
|
giveWeapon( "Fists" );
|
|
|
|
giveWeapon( "SpiderMine" );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &Weapon::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
takeWeapon( name );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &Ammo::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
EventTakeAmmo( ev );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &Item::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
EventTakeItem( ev );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Unknown take object : %s\n", name );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GiveCheat
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
name = ev->GetString( 1 );
|
|
|
|
|
|
|
|
assert( name );
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( checkInheritance( &Weapon::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
giveWeapon( name );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &Ammo::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
EventGiveAmmo( ev );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &InventoryItem::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
if (ev->NumArgs() != 2)
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: give <inventory item name> <amount>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
EventGiveInventoryItem( ev );
|
|
|
|
}
|
|
|
|
else if ( checkInheritance( &Item::ClassInfo, name ) )
|
|
|
|
{
|
|
|
|
EventGiveItem( ev );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GiveAllCheat
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef SIN_DEMO
|
|
|
|
giveWeapon( "Fists" );
|
|
|
|
giveWeapon( "RocketLauncher" );
|
|
|
|
giveWeapon( "Magnum" );
|
|
|
|
giveWeapon( "SniperRifle" );
|
|
|
|
giveWeapon( "AssaultRifle" );
|
|
|
|
giveWeapon( "Shotgun" );
|
|
|
|
#else
|
|
|
|
giveWeapon( "Fists" );
|
|
|
|
giveWeapon( "RocketLauncher" );
|
|
|
|
giveWeapon( "Magnum" );
|
|
|
|
giveWeapon( "SniperRifle" );
|
|
|
|
giveWeapon( "AssaultRifle" );
|
|
|
|
giveWeapon( "ChainGun" );
|
|
|
|
giveWeapon( "PulseRifle" );
|
|
|
|
giveWeapon( "Shotgun" );
|
|
|
|
giveWeapon( "SpearGun" );
|
|
|
|
giveWeapon( "SpiderMine" );
|
|
|
|
giveWeapon( "MutantHands" );
|
|
|
|
giveWeapon( "QuantumDestabilizer" );
|
|
|
|
#endif
|
|
|
|
giveItem( "RiotHelmet", 100);
|
|
|
|
giveItem( "FlakJacket", 100);
|
|
|
|
giveItem( "FlakPants", 100);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GodCheat
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *msg;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
|
|
{
|
|
|
|
if ( ev->GetInteger( 1 ) )
|
|
|
|
{
|
|
|
|
flags |= FL_GODMODE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flags &= ~FL_GODMODE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flags ^= FL_GODMODE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ev->GetSource() == EV_FROM_CONSOLE )
|
|
|
|
{
|
|
|
|
if ( !( flags & FL_GODMODE ) )
|
|
|
|
{
|
|
|
|
msg = "godmode OFF\n";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
msg = "godmode ON\n";
|
|
|
|
}
|
|
|
|
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, msg );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Kill
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( ( level.time - respawn_time ) < 5 )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~FL_GODMODE;
|
|
|
|
health = 0;
|
|
|
|
Damage( this, this, 10, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_PROTECTION, MOD_SUICIDE, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::NoTargetCheat
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *msg;
|
|
|
|
|
|
|
|
flags ^= FL_NOTARGET;
|
|
|
|
if ( !( flags & FL_NOTARGET ) )
|
|
|
|
{
|
|
|
|
msg = "notarget OFF\n";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
msg = "notarget ON\n";
|
|
|
|
}
|
|
|
|
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, msg );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::NoclipCheat
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *msg;
|
|
|
|
|
|
|
|
if ( vehicle )
|
|
|
|
{
|
|
|
|
msg = "Must exit vehicle first\n";
|
|
|
|
}
|
|
|
|
else if ( getMoveType() == MOVETYPE_NOCLIP )
|
|
|
|
{
|
|
|
|
setMoveType( MOVETYPE_WALK );
|
|
|
|
msg = "noclip OFF\n";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
setMoveType( MOVETYPE_NOCLIP );
|
|
|
|
msg = "noclip ON\n";
|
|
|
|
}
|
|
|
|
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, msg );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SpawnEntity
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity *ent;
|
|
|
|
const char *name;
|
|
|
|
ClassDef *cls;
|
|
|
|
str text;
|
|
|
|
Vector forward;
|
|
|
|
Vector right;
|
|
|
|
Vector up;
|
|
|
|
Vector delta;
|
|
|
|
Vector v;
|
|
|
|
int n;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
ev->Error( "Usage: spawn entityname [keyname] [value]..." );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
name = ev->GetString( 1 );
|
|
|
|
if ( !name || !name[ 0 ] )
|
|
|
|
{
|
|
|
|
ev->Error( "Must specify an entity name" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a new entity
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
|
|
|
|
if ( name )
|
|
|
|
{
|
|
|
|
cls = getClassForID( name );
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
cls = getClass( name );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
str n;
|
|
|
|
|
|
|
|
n = name;
|
|
|
|
if ( !strstr( n.c_str(), ".def" ) )
|
|
|
|
{
|
|
|
|
n += ".def";
|
|
|
|
}
|
|
|
|
G_SetSpawnArg( "model", n.c_str() );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
G_SetSpawnArg( "classname", name );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
angles.AngleVectors( &forward, &right, &up );
|
|
|
|
v = worldorigin + ( forward + up ) * 80;
|
|
|
|
text = va( "%f %f %f", v[ 0 ], v[ 1 ], v[ 2 ] );
|
|
|
|
G_SetSpawnArg( "origin", text.c_str() );
|
|
|
|
|
|
|
|
delta = worldorigin - v;
|
|
|
|
v = delta.toAngles();
|
|
|
|
text = va( "%f", v[ 1 ] );
|
|
|
|
G_SetSpawnArg( "angle", text.c_str() );
|
|
|
|
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
|
|
{
|
|
|
|
n = ev->NumArgs();
|
|
|
|
for( i = 2; i <= n; i += 2 )
|
|
|
|
{
|
|
|
|
G_SetSpawnArg( ev->GetString( i ), ev->GetString( i + 1 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cls = G_GetClassFromArgs();
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
ev->Error( "'%s' is not a valid entity name", name );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = ( Entity * )cls->newInstance();
|
|
|
|
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SpawnActor
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity *ent;
|
|
|
|
str name;
|
|
|
|
str text;
|
|
|
|
Vector forward;
|
|
|
|
Vector right;
|
|
|
|
Vector up;
|
|
|
|
Vector delta;
|
|
|
|
Vector v;
|
|
|
|
int n;
|
|
|
|
int i;
|
|
|
|
ClassDef *cls;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
ev->Error( "Usage: actor [modelname] [keyname] [value]..." );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
name = ev->GetString( 1 );
|
|
|
|
if ( !name[ 0 ] )
|
|
|
|
{
|
|
|
|
ev->Error( "Must specify a model name" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !strstr( name.c_str(), ".def" ) )
|
|
|
|
{
|
|
|
|
name += ".def";
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a new entity
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
|
|
|
|
G_SetSpawnArg( "model", name.c_str() );
|
|
|
|
|
|
|
|
angles.AngleVectors( &forward, &right, &up );
|
|
|
|
v = worldorigin + ( forward + up ) * 80;
|
|
|
|
text = va( "%f %f %f", v[ 0 ], v[ 1 ], v[ 2 ] );
|
|
|
|
G_SetSpawnArg( "origin", text.c_str() );
|
|
|
|
|
|
|
|
delta = worldorigin - v;
|
|
|
|
v = delta.toAngles();
|
|
|
|
text = va( "%f", v[ 1 ] );
|
|
|
|
G_SetSpawnArg( "angle", text.c_str() );
|
|
|
|
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
|
|
{
|
|
|
|
n = ev->NumArgs();
|
|
|
|
for( i = 2; i <= n; i += 2 )
|
|
|
|
{
|
|
|
|
G_SetSpawnArg( ev->GetString( i ), ev->GetString( i + 1 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cls = G_GetClassFromArgs();
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
G_SetSpawnArg( "model", name.c_str() );
|
|
|
|
ent = new Actor;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent = ( Entity * )cls->newInstance();
|
|
|
|
}
|
|
|
|
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventPreviousWeapon
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( vehicle && vehicle->HasWeapon() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( flags & (FL_MUTANT|FL_SP_MUTANT) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Cycle backwards through weapons
|
|
|
|
if ( currentWeapon && currentWeapon->AttackDone() && !currentWeapon->ChangingWeapons() )
|
|
|
|
{
|
|
|
|
ProcessEvent( EV_Player_ZoomOut );
|
|
|
|
ChangeWeapon( PreviousWeapon( currentWeapon ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventNextWeapon
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( vehicle && vehicle->HasWeapon() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( flags & (FL_MUTANT|FL_SP_MUTANT) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Cycle forwards through weapons
|
|
|
|
if ( currentWeapon && currentWeapon->AttackDone() && !currentWeapon->ChangingWeapons() )
|
|
|
|
{
|
|
|
|
ProcessEvent( EV_Player_ZoomOut );
|
|
|
|
ChangeWeapon( NextWeapon( currentWeapon ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventNextItem
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Item *nextItem;
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
return;
|
|
|
|
|
|
|
|
nextItem = NextItem( currentItem );
|
|
|
|
|
|
|
|
if (nextItem)
|
|
|
|
currentItem = (InventoryItem *)nextItem;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EventPreviousItem
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Item *prevItem;
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
return;
|
|
|
|
|
|
|
|
prevItem = PrevItem( currentItem );
|
|
|
|
|
|
|
|
if (prevItem)
|
|
|
|
currentItem = (InventoryItem *)prevItem;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GameVersion
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "%s : %s\n", GAMEVERSION, __DATE__ );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Fov
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Fov = %d\n", fov );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fov = ev->GetFloat( 1 );
|
|
|
|
|
|
|
|
if ( ( fov < 90 ) && DM_FLAG( DF_FIXED_FOV ) )
|
|
|
|
{
|
|
|
|
fov = 90;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( fov < 1 )
|
|
|
|
fov = 90;
|
|
|
|
else if ( fov > 160 )
|
|
|
|
fov = 160;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Player::SaveFov
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
savedfov = fov;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RestoreFov
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( savedfov )
|
|
|
|
fov = savedfov;
|
|
|
|
savedfov = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ToggleViewMode
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( viewmode == CAMERA_VIEW || ( vehicle && !vehicle->IsDrivable() ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spectators don't need 3rd person
|
|
|
|
if ( spectator )
|
|
|
|
{
|
|
|
|
defaultViewMode = SPECTATOR;
|
|
|
|
SetViewMode( SPECTATOR );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( defaultViewMode == FIRST_PERSON )
|
|
|
|
{
|
|
|
|
defaultViewMode = THIRD_PERSON;
|
|
|
|
SetViewMode( THIRD_PERSON );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
defaultViewMode = FIRST_PERSON;
|
|
|
|
SetViewMode( FIRST_PERSON );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=========================================================================
|
|
|
|
Player::ToggleZoomMode - Plays a zoom sound, sets the layout to display a
|
|
|
|
crosshair and calls the FOV event for the player.
|
|
|
|
=========================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Player::ToggleZoomMode
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( zoom_mode == ZOOMED_IN )
|
|
|
|
{
|
|
|
|
zoom_mode = ZOOMED_OUT;
|
|
|
|
|
|
|
|
fov = atof( Info_ValueForKey( client->pers.userinfo, "fov" ) );
|
|
|
|
if ( fov < 1 )
|
|
|
|
{
|
|
|
|
fov = 90;
|
|
|
|
}
|
|
|
|
else if ( fov > 160 )
|
|
|
|
{
|
|
|
|
fov = 160;
|
|
|
|
}
|
|
|
|
|
|
|
|
RandomGlobalSound( "scope_zoomout", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
RandomGlobalSound( "scope_zoomin", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
zoom_mode = ZOOMED_IN;
|
|
|
|
fov = 20;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ZoomOut
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( zoom_mode == ZOOMED_IN )
|
|
|
|
{
|
|
|
|
zoom_mode = ZOOMED_OUT;
|
|
|
|
fov = atof( Info_ValueForKey( client->pers.userinfo, "fov" ) );
|
|
|
|
if ( fov < 1 )
|
|
|
|
{
|
|
|
|
fov = 90;
|
|
|
|
}
|
|
|
|
else if ( fov > 160 )
|
|
|
|
{
|
|
|
|
fov = 160;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::EnterConsole
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
velocity = vec_zero;
|
|
|
|
|
|
|
|
in_console = true;
|
|
|
|
con_name = ev->GetString(1);
|
|
|
|
|
|
|
|
// Create a console variable with the entnum of this player
|
|
|
|
// who used it.
|
|
|
|
|
|
|
|
Director.CreateConsoleUser(con_name.c_str(), entnum);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ExitConsole
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
ProcessEvent(EV_KickFromConsole);
|
|
|
|
in_console = false;
|
|
|
|
con_name = "";
|
|
|
|
SetCamera( NULL );
|
|
|
|
|
|
|
|
showModel();
|
|
|
|
hidestats = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::KickConsole
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
char msg[ MAX_MSGLEN ];
|
|
|
|
|
|
|
|
in_console = false;
|
|
|
|
|
|
|
|
// Send a message to the client to kick us out of this console.
|
|
|
|
if ( !consoleManager.ConsoleExists( con_name.c_str() ) )
|
|
|
|
{
|
|
|
|
Event event = new Event( ev );
|
|
|
|
PostEvent(event,1.0f);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
sprintf( msg, "pku %s", con_name.c_str() );
|
|
|
|
gi.WriteByte (svc_console_command);
|
|
|
|
gi.WriteString (msg);
|
|
|
|
gi.unicast (edict, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CalcRoll
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
float Player::CalcRoll
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float sign;
|
|
|
|
float side;
|
|
|
|
float value;
|
|
|
|
Vector r;
|
|
|
|
|
|
|
|
angles.AngleVectors( NULL, &r, NULL );
|
|
|
|
side = velocity * r;
|
|
|
|
sign = side < 0 ? -4 : 4;
|
|
|
|
side = fabs( side );
|
|
|
|
|
|
|
|
value = sv_rollangle->value;
|
|
|
|
|
|
|
|
if ( side < sv_rollspeed->value )
|
|
|
|
{
|
|
|
|
side = side * value / sv_rollspeed->value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
side = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
return side * sign;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CalcViewOffset
|
|
|
|
|
|
|
|
Auto pitching on slopes?
|
|
|
|
|
|
|
|
fall from 128: 400 = 160000
|
|
|
|
fall from 256: 580 = 336400
|
|
|
|
fall from 384: 720 = 518400
|
|
|
|
fall from 512: 800 = 640000
|
|
|
|
fall from 640: 960 =
|
|
|
|
|
|
|
|
damage = deltavelocity*deltavelocity * 0.0001
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Player::CalcViewOffset
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float bob;
|
|
|
|
float ratio;
|
|
|
|
float pitch;
|
|
|
|
float roll;
|
|
|
|
float delta;
|
|
|
|
Vector forward;
|
|
|
|
Vector right;
|
|
|
|
Vector ang;
|
|
|
|
|
|
|
|
// Initialize kick for this frame
|
|
|
|
v_kick = vec_zero;
|
|
|
|
|
|
|
|
// don't add any kick when dead
|
|
|
|
if ( !deadflag )
|
|
|
|
{
|
|
|
|
// add angles based on weapon kick
|
|
|
|
v_kick = kick_angles;
|
|
|
|
|
|
|
|
// add angles based on damage kick
|
|
|
|
ratio = ( v_dmg_time - level.time ) / DAMAGE_TIME;
|
|
|
|
if ( ratio < 0 )
|
|
|
|
{
|
|
|
|
ratio = 0;
|
|
|
|
v_dmg_pitch = 0;
|
|
|
|
v_dmg_roll = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
pitch = v_kick.pitch() + ratio * v_dmg_pitch;
|
|
|
|
roll = v_kick.roll() + ratio * v_dmg_roll;
|
|
|
|
|
|
|
|
// add pitch based on fall kick
|
|
|
|
|
|
|
|
ratio = ( fall_time - level.time ) / FALL_TIME;
|
|
|
|
if ( ratio < 0 )
|
|
|
|
{
|
|
|
|
ratio = 0;
|
|
|
|
}
|
|
|
|
pitch += ratio * fall_value;
|
|
|
|
|
|
|
|
// calculate forward and right based upon yaw
|
|
|
|
ang[ 1 ] = v_angle[ 1 ];
|
|
|
|
ang.AngleVectors( &forward, &right, NULL );
|
|
|
|
|
|
|
|
//FIXME: need to handle alternate gravity axis
|
|
|
|
// add pitch based on forward velocity
|
|
|
|
delta = velocity * forward;
|
|
|
|
pitch += delta * run_pitch->value;
|
|
|
|
|
|
|
|
// add roll based on side velocity
|
|
|
|
delta = -( velocity * right );
|
|
|
|
roll += delta * run_pitch->value;
|
|
|
|
|
|
|
|
// add angles based on bob
|
|
|
|
delta = bobfracsin * bob_pitch->value * xyspeed;
|
|
|
|
if ( ( waterlevel <= 1 ) && ( client->ps.pmove.pm_flags & PMF_DUCKED ) )
|
|
|
|
{
|
|
|
|
delta *= 6; // crouching
|
|
|
|
}
|
|
|
|
pitch += delta;
|
|
|
|
delta = bobfracsin * bob_roll->value * xyspeed;
|
|
|
|
if ( ( waterlevel <= 1 ) && ( client->ps.pmove.pm_flags & PMF_DUCKED ) )
|
|
|
|
{
|
|
|
|
delta *= 6; // crouching
|
|
|
|
}
|
|
|
|
if ( bobcycle & 1 )
|
|
|
|
{
|
|
|
|
delta = -delta;
|
|
|
|
}
|
|
|
|
roll += delta;
|
|
|
|
|
|
|
|
v_kick.setPitch( pitch );
|
|
|
|
v_kick.setRoll( roll );
|
|
|
|
}
|
|
|
|
|
|
|
|
// add fall height
|
|
|
|
ratio = ( fall_time - level.time ) / FALL_TIME;
|
|
|
|
if ( ratio < 0 )
|
|
|
|
{
|
|
|
|
ratio = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
v_offset = Vector( 0, 0, viewheight - ratio * fall_value * 0.4 );
|
|
|
|
|
|
|
|
// add bob height
|
|
|
|
bob = bobfracsin * xyspeed * bob_up->value;
|
|
|
|
if ( bob > 6 )
|
|
|
|
{
|
|
|
|
bob = 6;
|
|
|
|
}
|
|
|
|
|
|
|
|
//gi.DebugGraph (bob *2, 255);
|
|
|
|
v_offset.z += bob;
|
|
|
|
|
|
|
|
// add kick offset
|
|
|
|
v_offset += kick_origin;
|
|
|
|
|
|
|
|
// absolutely bound offsets
|
|
|
|
// so the view can never be outside the player box
|
|
|
|
if ( v_offset[ 0 ] < -14 )
|
|
|
|
{
|
|
|
|
v_offset[ 0 ] = -14;
|
|
|
|
}
|
|
|
|
else if ( v_offset[ 0 ] > 14 )
|
|
|
|
{
|
|
|
|
v_offset[ 0 ] = 14;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( v_offset[ 1 ] < -14 )
|
|
|
|
{
|
|
|
|
v_offset[ 1 ] = -14;
|
|
|
|
}
|
|
|
|
else if ( v_offset[ 1 ] > 14 )
|
|
|
|
{
|
|
|
|
v_offset[ 1 ] = 14;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( v_offset[ 2 ] < 0 )
|
|
|
|
{
|
|
|
|
v_offset[ 2 ] = 0;
|
|
|
|
}
|
|
|
|
else if ( v_offset[ 2 ] > STAND_HEIGHT - 2 )
|
|
|
|
{
|
|
|
|
v_offset[ 2 ] = STAND_HEIGHT - 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clear weapon kicks
|
|
|
|
kick_origin = vec_zero;
|
|
|
|
kick_angles = vec_zero;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
CalcGunOffset
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void Player::CalcGunOffset
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float delta;
|
|
|
|
|
|
|
|
// gun angles from bobbing
|
|
|
|
v_gunangles[ ROLL ] = xyspeed * bobfracsin * 0.005;
|
|
|
|
v_gunangles[ YAW ] = xyspeed * bobfracsin * 0.01;
|
|
|
|
if ( bobcycle & 1 )
|
|
|
|
{
|
|
|
|
v_gunangles[ ROLL ] = -v_gunangles[ ROLL ];
|
|
|
|
v_gunangles[ YAW ] = -v_gunangles[ YAW ];
|
|
|
|
}
|
|
|
|
|
|
|
|
v_gunangles[ PITCH ] = xyspeed * bobfracsin * 0.005;
|
|
|
|
|
|
|
|
// gun angles from delta movement
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
delta = oldviewangles[ i ] - v_angle[ i ];
|
|
|
|
if ( delta > 180 )
|
|
|
|
{
|
|
|
|
delta -= 360;
|
|
|
|
}
|
|
|
|
if ( delta < -180 )
|
|
|
|
{
|
|
|
|
delta += 360;
|
|
|
|
}
|
|
|
|
if ( delta > 45 )
|
|
|
|
{
|
|
|
|
delta = 45;
|
|
|
|
}
|
|
|
|
if ( delta < -45 )
|
|
|
|
{
|
|
|
|
delta = -45;
|
|
|
|
}
|
|
|
|
if ( i == YAW )
|
|
|
|
{
|
|
|
|
v_gunangles[ ROLL ] += 0.1 * delta;
|
|
|
|
}
|
|
|
|
v_gunangles[ i ] += 0.2 * delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
oldviewangles = v_angle;
|
|
|
|
|
|
|
|
// gun height
|
|
|
|
VectorClear( v_gunoffset );
|
|
|
|
|
|
|
|
// gun_x / gun_y / gun_z are development tools
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
v_gunoffset[ i ] += orientation[ 0 ][ i ] * gun_y->value;
|
|
|
|
v_gunoffset[ i ] += orientation[ 1 ][ i ] * gun_x->value;
|
|
|
|
v_gunoffset[ i ] += orientation[ 2 ][ i ] * -gun_z->value;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
// put gun offset and angles into client playerstate
|
|
|
|
//
|
|
|
|
client->ps.gunoffset[ 0 ] = v_gunoffset[0];
|
|
|
|
client->ps.gunoffset[ 1 ] = v_gunoffset[1];
|
|
|
|
client->ps.gunoffset[ 2 ] = v_gunoffset[2];
|
|
|
|
|
|
|
|
client->ps.gunangles[ 0 ] = v_gunangles[0];
|
|
|
|
client->ps.gunangles[ 1 ] = v_gunangles[1];
|
|
|
|
client->ps.gunangles[ 2 ] = v_gunangles[2];
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
currentWeapon->SetGravityAxis( gravaxis );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GravityNodes
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Vector grav,gravnorm,velnorm;
|
|
|
|
float dot;
|
|
|
|
qboolean force;
|
|
|
|
|
|
|
|
//
|
|
|
|
// Check for gravity pulling points
|
|
|
|
//
|
|
|
|
|
|
|
|
// no pull on ladders or during waterjumps
|
|
|
|
if ( onladder || ( client->ps.pmove.pm_flags & PMF_TIME_WATERJUMP ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
grav = gravPathManager.CalculateGravityPull( *this, worldorigin, &force );
|
|
|
|
|
|
|
|
// Check for unfightable gravity.
|
|
|
|
if ( force && grav != vec_zero )
|
|
|
|
{
|
|
|
|
velnorm = velocity;
|
|
|
|
velnorm.normalize();
|
|
|
|
|
|
|
|
gravnorm = grav;
|
|
|
|
gravnorm.normalize();
|
|
|
|
|
|
|
|
dot = gravnorm.x * velnorm.x + gravnorm.y * velnorm.y + gravnorm.z * velnorm.z;
|
|
|
|
|
|
|
|
// This prevents the player from trying to swim upstream
|
|
|
|
if ( dot < 0 )
|
|
|
|
{
|
|
|
|
float tempdot;
|
|
|
|
Vector tempvec;
|
|
|
|
|
|
|
|
tempdot = 0.2f - dot;
|
|
|
|
tempvec = velocity * tempdot;
|
|
|
|
velocity = velocity - tempvec;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
OutputDebugString(va("DOT : %f\n", dot));
|
|
|
|
OutputDebugString(va("GRAV: %f %f %f\n", grav.x, grav.y, grav.z));
|
|
|
|
OutputDebugString(va("VELN: %f %f %f\n", velnorm.x,velnorm.y,velnorm.z));
|
|
|
|
OutputDebugString(va("GRVN: %f %f %f\n", gravnorm.x,gravnorm.y,gravnorm.z));
|
|
|
|
#endif
|
|
|
|
velocity = velocity + grav;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
CheckWater
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Player::CheckWater
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Vector point;
|
|
|
|
int cont;
|
|
|
|
int sample1;
|
|
|
|
int sample2;
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
|
|
|
|
unlink();
|
|
|
|
if ( vehicle )
|
|
|
|
{
|
|
|
|
vehicle->unlink();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// get waterlevel, accounting for ducking
|
|
|
|
//
|
|
|
|
waterlevel = 0;
|
|
|
|
watertype = 0;
|
|
|
|
|
|
|
|
sample2 = viewheight - mins[ grav.z ];
|
|
|
|
sample1 = sample2 / 2;
|
|
|
|
|
|
|
|
point[ grav.x ] = worldorigin[ grav.x ];
|
|
|
|
point[ grav.y ] = worldorigin[ grav.y ];
|
|
|
|
point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + grav.sign;
|
|
|
|
cont = gi.pointcontents( point.vec3() );
|
|
|
|
|
|
|
|
if ( cont & MASK_WATER )
|
|
|
|
{
|
|
|
|
watertype = cont;
|
|
|
|
waterlevel = 1;
|
|
|
|
point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + sample1;
|
|
|
|
cont = gi.pointcontents( point.vec3() );
|
|
|
|
if ( cont & MASK_WATER )
|
|
|
|
{
|
|
|
|
waterlevel = 2;
|
|
|
|
point[ grav.z ] = worldorigin[ grav.z ] + mins[ grav.z ] + sample2;
|
|
|
|
cont = gi.pointcontents( point.vec3() );
|
|
|
|
if ( cont & MASK_WATER )
|
|
|
|
{
|
|
|
|
waterlevel = 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
link();
|
|
|
|
if ( vehicle )
|
|
|
|
{
|
|
|
|
vehicle->link();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
WorldEffects
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Player::WorldEffects
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( movetype == MOVETYPE_NOCLIP )
|
|
|
|
{
|
|
|
|
// don't need air
|
|
|
|
air_finished = level.time + 20;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Check for earthquakes
|
|
|
|
//
|
|
|
|
if ( groundentity && ( level.earthquake > level.time ) )
|
|
|
|
{
|
|
|
|
velocity += Vector(EARTHQUAKE_STRENGTH*G_CRandom(),EARTHQUAKE_STRENGTH*G_CRandom(),fabs(150*G_CRandom()));
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// if just entered a water volume, play a sound
|
|
|
|
//
|
|
|
|
if ( !old_waterlevel && waterlevel )
|
|
|
|
{
|
|
|
|
if ( watertype & CONTENTS_LAVA )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_burn", 1, CHAN_BODY, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
}
|
|
|
|
else if ( ( watertype & CONTENTS_WATER ) && waterlevel < 3)
|
|
|
|
{
|
|
|
|
RandomGlobalSound( "impact_playersplash", 1, CHAN_BODY, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
}
|
|
|
|
|
|
|
|
flags |= FL_INWATER;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// if just completely exited a water volume, play a sound
|
|
|
|
//
|
|
|
|
if ( old_waterlevel && !waterlevel )
|
|
|
|
{
|
|
|
|
RandomGlobalSound( "impact_playerleavewater", 1, CHAN_BODY, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
flags &= ~FL_INWATER;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check for head just going under water
|
|
|
|
//
|
|
|
|
if ( old_waterlevel && old_waterlevel != 3 && waterlevel == 3 )
|
|
|
|
{
|
|
|
|
RandomGlobalSound( "impact_playersubmerge", 1, CHAN_BODY, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_MovementSound );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check for head just coming out of water
|
|
|
|
//
|
|
|
|
if ( old_waterlevel == 3 && waterlevel != 3 )
|
|
|
|
{
|
|
|
|
if ( air_finished < level.time )
|
|
|
|
{
|
|
|
|
// gasp for air
|
|
|
|
RandomSound( "snd_gasp", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_VoiceSound );
|
|
|
|
}
|
|
|
|
else if ( air_finished < level.time + 11 )
|
|
|
|
{
|
|
|
|
// just break surface
|
|
|
|
RandomSound( "snd_gasp", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_VoiceSound );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check for lava
|
|
|
|
//
|
|
|
|
if ( watertype & CONTENTS_LAVA )
|
|
|
|
{
|
|
|
|
if ( next_drown_time < level.time )
|
|
|
|
{
|
|
|
|
next_drown_time = level.time + 0.2f;
|
|
|
|
Damage( world, world, 10 * waterlevel, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_LAVA, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check for drowning
|
|
|
|
//
|
|
|
|
if (waterlevel == 3)
|
|
|
|
{
|
|
|
|
// if out of air, start drowning
|
|
|
|
if ( ( air_finished < level.time ) && !( flags & FL_OXYGEN ) && !( flags & FL_GODMODE ) )
|
|
|
|
{
|
|
|
|
// drown!
|
|
|
|
if ( next_drown_time < level.time && health > 0 )
|
|
|
|
{
|
|
|
|
next_drown_time = level.time + 1;
|
|
|
|
|
|
|
|
// take more damage the longer underwater
|
|
|
|
drown_damage += 2;
|
|
|
|
if ( drown_damage > 15 )
|
|
|
|
{
|
|
|
|
drown_damage = 15;
|
|
|
|
}
|
|
|
|
|
|
|
|
// play a gurp sound instead of a normal pain sound
|
|
|
|
if ( health <= drown_damage )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_drown", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_PainSound );
|
|
|
|
}
|
|
|
|
else if ( rand() & 1 )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_choke", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_PainSound );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
RandomSound( "snd_choke", 1, CHAN_VOICE, ATTN_NORM );
|
|
|
|
ProcessEvent( EV_PainSound );
|
|
|
|
}
|
|
|
|
|
|
|
|
Damage( world, world, drown_damage, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_DROWN, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
air_finished = level.time + 20;
|
|
|
|
drown_damage = 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
GravityNodes();
|
|
|
|
|
|
|
|
old_waterlevel = waterlevel;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
AddBlend
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Player::AddBlend
|
|
|
|
(
|
|
|
|
float r,
|
|
|
|
float g,
|
|
|
|
float b,
|
|
|
|
float a
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float a2;
|
|
|
|
float a3;
|
|
|
|
|
|
|
|
if ( a <= 0 )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// new total alpha
|
|
|
|
a2 = blend[ 3 ] + ( 1 - blend[ 3 ] ) * a;
|
|
|
|
|
|
|
|
// fraction of color from old
|
|
|
|
a3 = blend[ 3 ] / a2;
|
|
|
|
|
|
|
|
blend[ 0 ] = blend[ 0 ] * a3 + r * ( 1 - a3 );
|
|
|
|
blend[ 1 ] = blend[ 1 ] * a3 + g * ( 1 - a3 );
|
|
|
|
blend[ 2 ] = blend[ 2 ] * a3 + b * ( 1 - a3 );
|
|
|
|
blend[ 3 ] = a2;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
CalcBlend
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Player::CalcBlend
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int contents;
|
|
|
|
Vector vieworg;
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
|
|
|
|
blend[ 0 ] = blend[ 1 ] = blend[ 2 ] = blend[ 3 ] = 0;
|
|
|
|
|
|
|
|
// add for contents
|
|
|
|
vieworg[ grav.x ] = worldorigin[ grav.x ] + v_offset[ 0 ];
|
|
|
|
vieworg[ grav.y ] = worldorigin[ grav.y ] + v_offset[ 1 ] * grav.sign;
|
|
|
|
vieworg[ grav.z ] = worldorigin[ grav.z ] + v_offset[ 2 ] * grav.sign;
|
|
|
|
|
|
|
|
contents = gi.pointcontents( vieworg.vec3() );
|
|
|
|
|
|
|
|
if ( contents & CONTENTS_SOLID )
|
|
|
|
{
|
|
|
|
// Outside of world
|
|
|
|
AddBlend( 0.8, 0.5, 0.0, 0.2 );
|
|
|
|
}
|
|
|
|
else if ( contents & CONTENTS_LAVA )
|
|
|
|
{
|
|
|
|
AddBlend( level.lava_color[0], level.lava_color[1], level.lava_color[2], level.lava_alpha );
|
|
|
|
}
|
|
|
|
else if ( contents & CONTENTS_WATER )
|
|
|
|
{
|
|
|
|
AddBlend( level.water_color[0], level.water_color[1], level.water_color[2], level.water_alpha );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( contents & CONTENTS_LIGHTVOLUME )
|
|
|
|
{
|
|
|
|
AddBlend( level.lightvolume_color[0], level.lightvolume_color[1], level.lightvolume_color[2], level.lightvolume_alpha );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Flashes
|
|
|
|
AddBlend( flash_color[0], flash_color[1], flash_color[2], flash_color[3] );
|
|
|
|
|
|
|
|
// add for zoom
|
|
|
|
if ( zoom_mode == ZOOMED_IN )
|
|
|
|
{
|
|
|
|
AddBlend( 0.4, 1, 0.1, 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// add for damage
|
|
|
|
if ( damage_alpha > 0 )
|
|
|
|
{
|
|
|
|
AddBlend( damage_blend[ 0 ], damage_blend[ 1 ], damage_blend[ 2 ], damage_alpha );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( flags & FL_ADRENALINE )
|
|
|
|
{
|
|
|
|
AddBlend( 1.0f, 1.0f, 0.0f, 0.2f );
|
|
|
|
}
|
|
|
|
|
|
|
|
// drop the damage value
|
|
|
|
damage_alpha -= 0.06;
|
|
|
|
if ( damage_alpha < 0 )
|
|
|
|
{
|
|
|
|
damage_alpha = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Drop the flash
|
|
|
|
flash_color[3] -= 0.06;
|
|
|
|
if ( flash_color[3] < 0 )
|
|
|
|
{
|
|
|
|
flash_color[3] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
P_DamageFeedback
|
|
|
|
|
|
|
|
Handles color blends and view kicks
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Player::DamageFeedback
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float realcount;
|
|
|
|
float count;
|
|
|
|
|
|
|
|
// flash the backgrounds behind the status numbers
|
|
|
|
client->ps.stats[ STAT_FLASHES ] = 0;
|
|
|
|
|
|
|
|
if ( damage_blood )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_FLASHES ] |= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// total points of damage shot at the player this frame
|
|
|
|
if ( !damage_blood )
|
|
|
|
{
|
|
|
|
// didn't take any damage
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
count = damage_blood;
|
|
|
|
realcount = count;
|
|
|
|
if ( count < 10 )
|
|
|
|
{
|
|
|
|
// always make a visible effect
|
|
|
|
count = 10;
|
|
|
|
}
|
|
|
|
|
|
|
|
// the total alpha of the blend is always proportional to count
|
|
|
|
if ( damage_alpha < 0 )
|
|
|
|
{
|
|
|
|
damage_alpha = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
damage_alpha += count * 0.01;
|
|
|
|
if ( damage_alpha < 0.2 )
|
|
|
|
{
|
|
|
|
damage_alpha = 0.2;
|
|
|
|
}
|
|
|
|
if ( damage_alpha > 0.6 )
|
|
|
|
{
|
|
|
|
// don't go too saturated
|
|
|
|
damage_alpha = 0.6;
|
|
|
|
}
|
|
|
|
|
|
|
|
// the color of the blend will vary based on how much was absorbed
|
|
|
|
// by different armors
|
|
|
|
damage_blend = vec_zero;
|
|
|
|
if ( damage_blood )
|
|
|
|
{
|
|
|
|
damage_blend += ( damage_blood / realcount ) * bcolor;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// clear totals
|
|
|
|
//
|
|
|
|
damage_blood = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL const char * Player::AnimPrefixForWeapon
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
switch ( currentWeapon->GetType() )
|
|
|
|
{
|
|
|
|
case WEAPON_MELEE:
|
|
|
|
return "";
|
|
|
|
break;
|
|
|
|
case WEAPON_1HANDED:
|
|
|
|
return "1hand_";
|
|
|
|
break;
|
|
|
|
case WEAPON_2HANDED_HI:
|
|
|
|
return "hi2hand_";
|
|
|
|
break;
|
|
|
|
case WEAPON_2HANDED_LO:
|
|
|
|
return "lo2hand_";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return "";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::ChooseAnim
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
str prefix;
|
|
|
|
str aname;
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( vehicle )
|
|
|
|
{
|
|
|
|
SetAnim( vehicleanim.c_str() );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( onladder )
|
|
|
|
{
|
|
|
|
if ( falling )
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
|
|
|
|
ev = new Event( EV_Sentient_AnimLoop );
|
|
|
|
ProcessEvent( ev );
|
|
|
|
falling = false;
|
|
|
|
}
|
|
|
|
if ( fabs( velocity[ 2 ] ) > 0 )
|
|
|
|
{
|
|
|
|
SetAnim( "climb" );
|
|
|
|
}
|
|
|
|
else if (!animOverride)
|
|
|
|
{
|
|
|
|
StopAnimating();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( client->ps.pmove.pm_flags & PMF_DUCKED )
|
|
|
|
{
|
|
|
|
if ( !( old_pmove.pm_flags & PMF_DUCKED ) )
|
|
|
|
{
|
|
|
|
SetAnim( "crouch" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( old_pmove.pm_flags & PMF_DUCKED )
|
|
|
|
{
|
|
|
|
SetAnim( "uncrouch" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
// put the appropriate prefix on the animation
|
|
|
|
prefix = AnimPrefixForPlayer();
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
if ( currentWeapon->WeaponRaising() )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "readyweapon" );
|
|
|
|
SetAnim( aname.c_str() );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if ( currentWeapon->WeaponPuttingAway() )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "putaway" );
|
|
|
|
SetAnim( aname.c_str() );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if ( currentWeapon->Reloading() )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "reload" );
|
|
|
|
SetAnim( aname.c_str() );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
// append the prefix based on which weapon we are holding
|
|
|
|
//
|
|
|
|
prefix += str( AnimPrefixForWeapon() );
|
|
|
|
|
|
|
|
if ( waterlevel > 2 || (!groundentity && waterlevel ) )
|
|
|
|
{
|
|
|
|
if ( xyspeed > 20 )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "run" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
aname = prefix + str( "idle" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( xyspeed > 250 )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "run" );
|
|
|
|
}
|
|
|
|
else if ( xyspeed > 20 )
|
|
|
|
{
|
|
|
|
if ( client->ps.pmove.pm_flags & PMF_DUCKED )
|
|
|
|
{
|
|
|
|
aname = prefix + str( "run" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
aname = prefix + str( "walk" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
aname = prefix + str( "idle" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SetAnim( aname.c_str() );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetCameraValues
|
|
|
|
(
|
|
|
|
Vector position,
|
|
|
|
Vector cameraoffset,
|
|
|
|
Vector ang,
|
|
|
|
Vector camerakick,
|
|
|
|
Vector vel,
|
|
|
|
float camerablend[ 4 ],
|
|
|
|
float camerafov
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
client->ps.viewangles[ 0 ] = ang[ 0 ];
|
|
|
|
client->ps.viewangles[ 1 ] = ang[ 1 ];
|
|
|
|
client->ps.viewangles[ 2 ] = ang[ 2 ];
|
|
|
|
|
|
|
|
client->ps.viewoffset[ 0 ] = cameraoffset[ 0 ];
|
|
|
|
client->ps.viewoffset[ 1 ] = cameraoffset[ 1 ];
|
|
|
|
client->ps.viewoffset[ 2 ] = cameraoffset[ 2 ];
|
|
|
|
|
|
|
|
client->ps.pmove.origin[ 0 ] = position[ 0 ] * 8;
|
|
|
|
client->ps.pmove.origin[ 1 ] = position[ 1 ] * 8;
|
|
|
|
client->ps.pmove.origin[ 2 ] = position[ 2 ] * 8;
|
|
|
|
|
|
|
|
client->ps.pmove.velocity[ 0 ] = vel[ 0 ] * 8.0;
|
|
|
|
client->ps.pmove.velocity[ 1 ] = vel[ 1 ] * 8.0;
|
|
|
|
client->ps.pmove.velocity[ 2 ] = vel[ 2 ] * 8.0;
|
|
|
|
|
|
|
|
client->ps.blend[ 0 ] = camerablend[ 0 ];
|
|
|
|
client->ps.blend[ 1 ] = camerablend[ 1 ];
|
|
|
|
client->ps.blend[ 2 ] = camerablend[ 2 ];
|
|
|
|
client->ps.blend[ 3 ] = camerablend[ 3 ];
|
|
|
|
|
|
|
|
client->ps.fov = camerafov;
|
|
|
|
|
|
|
|
client->ps.kick_angles[ 0 ] = camerakick[ 0 ];
|
|
|
|
client->ps.kick_angles[ 1 ] = camerakick[ 1 ];
|
|
|
|
client->ps.kick_angles[ 2 ] = camerakick[ 2 ];
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetCameraEntity
|
|
|
|
(
|
|
|
|
Entity *cameraEnt
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
assert( cameraEnt );
|
|
|
|
|
|
|
|
// In release, we should never be without a camera
|
|
|
|
if ( !cameraEnt )
|
|
|
|
{
|
|
|
|
cameraEnt = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
// should we see the player's body?
|
|
|
|
if ( cameraEnt == this )
|
|
|
|
{
|
|
|
|
edict->s.renderfx |= RF_VIEWERMODEL;
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
if ( !vehicle || vehicle->ShowWeapon() )
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.renderfx &= ~RF_DONTDRAW;
|
|
|
|
currentWeapon->edict->s.renderfx |= RF_VIEWERMODEL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.renderfx |= RF_DONTDRAW;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( vehicle && vehicle->IsDrivable() )
|
|
|
|
{
|
|
|
|
SetCameraValues( worldorigin, v_offset, v_angle, v_kick, velocity, blend, fov*1.25 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetCameraValues( worldorigin, v_offset, v_angle, v_kick, velocity, blend, fov );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float noblend[ 4 ];
|
|
|
|
float camerafov;
|
|
|
|
Vector pos;
|
|
|
|
|
|
|
|
/*
|
|
|
|
if ( vehicle && cameraEnt == thirdpersonCamera )
|
|
|
|
{
|
|
|
|
Event * event;
|
|
|
|
|
|
|
|
event = new Event( EV_Camera_SetDistance );
|
|
|
|
event->AddFloat( 256 );
|
|
|
|
cameraEnt->ProcessEvent( event );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
edict->s.renderfx &= ~RF_VIEWERMODEL;
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
// Take the weapon out of the view
|
|
|
|
currentWeapon->edict->s.renderfx &= ~RF_VIEWERMODEL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( in_console )
|
|
|
|
{
|
|
|
|
// Make the client act like a viewmodel so it doesn't block
|
|
|
|
// the camera to the console.
|
|
|
|
edict->s.renderfx |= RF_VIEWERMODEL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME
|
|
|
|
// should add all these fields to entity or camera or whatever.
|
|
|
|
noblend[ 0 ] = 0;
|
|
|
|
noblend[ 1 ] = 0;
|
|
|
|
noblend[ 2 ] = 0;
|
|
|
|
noblend[ 3 ] = 0;
|
|
|
|
pos = vec_zero;
|
|
|
|
|
|
|
|
camerafov = 90;
|
|
|
|
if ( cameraEnt->isSubclassOf( Mine ) )
|
|
|
|
{
|
|
|
|
Vector dir;
|
|
|
|
vec3_t mat[3];
|
|
|
|
|
|
|
|
camerafov = ( ( Projectile * )cameraEnt )->fov;
|
|
|
|
|
|
|
|
AnglesToMat( cameraEnt->worldangles.vec3(), mat );
|
|
|
|
dir = mat[0];
|
|
|
|
if ( cameraEnt->velocity == vec_zero )
|
|
|
|
{
|
|
|
|
pos = dir * 30;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pos = pos + Vector(0,0,1) * 30;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( cameraEnt->isSubclassOf( Camera ) )
|
|
|
|
{
|
|
|
|
camerafov = ( ( Camera * )cameraEnt )->fov;
|
|
|
|
if ( cameraEnt->isSubclassOf( SecurityCamera ) )
|
|
|
|
cameraEnt->edict->s.renderfx |= RF_DONTDRAW;
|
|
|
|
}
|
|
|
|
else if ( trappedInQuantum )
|
|
|
|
{
|
|
|
|
Sentient *sent;
|
|
|
|
|
|
|
|
if ( cameraEnt->isSubclassOf( Sentient ) )
|
|
|
|
{
|
|
|
|
Vector dir;
|
|
|
|
|
|
|
|
sent = ( Sentient * )cameraEnt;
|
|
|
|
sent->GetMuzzlePositionAndDirection( &pos, &dir );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( cameraEnt->isSubclassOf( Sentient ) )
|
|
|
|
{
|
|
|
|
pos = ( ( Sentient * )cameraEnt )->EyePosition() - cameraEnt->worldorigin;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetCameraValues( cameraEnt->worldorigin, pos, cameraEnt->worldangles, vec_zero,
|
|
|
|
cameraEnt->velocity, noblend, camerafov );
|
|
|
|
//SetCameraValues( "0 0 64", pos, "0 270 0", vec_zero,
|
|
|
|
// cameraEnt->velocity, noblend, camerafov );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( flags & FL_SHIELDS )
|
|
|
|
{
|
|
|
|
edict->s.renderfx |= RF_ENVMAPPED;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
edict->s.renderfx &= ~RF_ENVMAPPED;
|
|
|
|
|
|
|
|
if ( flags & FL_CLOAK )
|
|
|
|
{
|
|
|
|
setAlpha( 0 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
setAlpha( 1.0f );
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
if ( flags & FL_SHIELDS )
|
|
|
|
currentWeapon->edict->s.renderfx |= RF_ENVMAPPED;
|
|
|
|
else
|
|
|
|
currentWeapon->edict->s.renderfx &= ~RF_ENVMAPPED;
|
|
|
|
|
|
|
|
if ( flags & FL_CLOAK )
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.alpha = 0.1f;
|
|
|
|
currentWeapon->edict->s.renderfx |= RF_TRANSLUCENT;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.alpha = 1.0f;
|
|
|
|
currentWeapon->edict->s.renderfx &= ~RF_TRANSLUCENT;
|
|
|
|
}
|
|
|
|
if ( cameraEnt != this )
|
|
|
|
{
|
|
|
|
if ( edict->s.renderfx & RF_DONTDRAW )
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.renderfx |= RF_DONTDRAW;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
currentWeapon->edict->s.renderfx &= ~RF_DONTDRAW;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ( viewmode == THIRD_PERSON ) && crosshair && currentWeapon )
|
|
|
|
{
|
|
|
|
Vector dir, src, end;
|
|
|
|
trace_t trace;
|
|
|
|
|
|
|
|
currentWeapon->GetMuzzlePosition( &src, &dir );
|
|
|
|
|
|
|
|
end = src + dir * 8192;
|
|
|
|
trace = G_FullTrace( src, vec_zero, vec_zero, end, 5, this, MASK_SHOT, "Player::SetCameraEntity" );
|
|
|
|
if ( trace.intersect.valid )
|
|
|
|
{
|
|
|
|
crosshair->edict->s.frame = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
crosshair->edict->s.frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
crosshair->setOrigin( trace.endpos - dir * 16 );
|
|
|
|
crosshair->edict->s.scale = ( crosshair->worldorigin - worldorigin ).length() / 256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::CalcBob
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float time;
|
|
|
|
Vector hvel;
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
//
|
|
|
|
// calculate speed and cycle to be used for
|
|
|
|
// all cyclic walking effects
|
|
|
|
//
|
|
|
|
hvel[ grav.x ] = velocity[ grav.x ];
|
|
|
|
hvel[ grav.y ] = velocity[ grav.y ];
|
|
|
|
hvel[ grav.z ] = 0;
|
|
|
|
xyspeed = hvel.length();
|
|
|
|
|
|
|
|
if ( xyspeed < 5 )
|
|
|
|
{
|
|
|
|
// start at beginning of cycle again
|
|
|
|
bobmove = 0;
|
|
|
|
bobtime = 0;
|
|
|
|
}
|
|
|
|
else if ( groundentity )
|
|
|
|
{
|
|
|
|
// so bobbing only cycles when on ground
|
|
|
|
if ( xyspeed > 210 )
|
|
|
|
{
|
|
|
|
bobmove = 0.25;
|
|
|
|
}
|
|
|
|
else if ( xyspeed > 100 )
|
|
|
|
{
|
|
|
|
bobmove = 0.125;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bobmove = 0.0625;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bobtime += bobmove;
|
|
|
|
time = bobtime;
|
|
|
|
if ( client->ps.pmove.pm_flags & PMF_DUCKED )
|
|
|
|
{
|
|
|
|
time *= 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
bobcycle = ( int )time;
|
|
|
|
bobfracsin = fabs( sin( time * M_PI ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
P_FallingDamage
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void Player::FallingDamage
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
float delta;
|
|
|
|
float damage;
|
|
|
|
csurface_t *surf;
|
|
|
|
int z;
|
|
|
|
|
|
|
|
z = gravity_axis[ gravaxis ].z;
|
|
|
|
|
|
|
|
if ( deadflag )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( flags & (FL_MUTANT|FL_SP_MUTANT|FL_ADRENALINE) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( getMoveType() == MOVETYPE_NOCLIP )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( !fallsurface )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
surf = fallsurface;
|
|
|
|
fallsurface = NULL;
|
|
|
|
delta = velocity[ z ] - oldvelocity[ z ];
|
|
|
|
|
|
|
|
delta = delta * delta * 0.0001;
|
|
|
|
|
|
|
|
// never take falling damage if completely underwater
|
|
|
|
switch( waterlevel )
|
|
|
|
{
|
|
|
|
case 1 :
|
|
|
|
delta *= 0.5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2 :
|
|
|
|
delta *= 0.25;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3 :
|
|
|
|
return;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( delta < 3 )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fall_value = delta * 0.5;
|
|
|
|
if ( fall_value > 40 )
|
|
|
|
{
|
|
|
|
fall_value = 40;
|
|
|
|
}
|
|
|
|
|
|
|
|
fall_time = level.time + FALL_TIME;
|
|
|
|
|
|
|
|
if ( delta > 30 )
|
|
|
|
{
|
|
|
|
damage = ( delta - 30 ) / 2;
|
|
|
|
|
|
|
|
if ( surf )
|
|
|
|
{
|
|
|
|
// modify damage based on surface
|
|
|
|
switch ( surf->flags & MASK_SURF_TYPE )
|
|
|
|
{
|
|
|
|
// Can this happen?
|
|
|
|
case SURF_TYPE_WATER:
|
|
|
|
break;
|
|
|
|
|
|
|
|
// no damage
|
|
|
|
case SURF_TYPE_FABRIC:
|
|
|
|
damage *= 0;
|
|
|
|
break;
|
|
|
|
|
|
|
|
// low damage
|
|
|
|
case SURF_TYPE_FLESH:
|
|
|
|
case SURF_TYPE_VEGETATION:
|
|
|
|
damage *= 0.5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
// medium damage
|
|
|
|
case SURF_TYPE_DIRT:
|
|
|
|
damage *= 0.6;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SURF_TYPE_WOOD:
|
|
|
|
damage *= 0.8;
|
|
|
|
break;
|
|
|
|
|
|
|
|
// full damage
|
|
|
|
case SURF_TYPE_GRAVEL:
|
|
|
|
case SURF_TYPE_GRILL:
|
|
|
|
case SURF_TYPE_METAL:
|
|
|
|
case SURF_TYPE_STONE:
|
|
|
|
case SURF_TYPE_CONCRETE:
|
|
|
|
case SURF_TYPE_DUCT:
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( surf && surf->frequency != 0 )
|
|
|
|
{
|
|
|
|
damage = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ( damage >= 1 ) && ( !DM_FLAG( DF_NO_FALLING ) ) )
|
|
|
|
{
|
|
|
|
Damage( world, world, ( int )damage, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_FALLING, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( surf && surf->frequency != 0 )
|
|
|
|
{
|
|
|
|
fall_time = 0;
|
|
|
|
fall_value = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::FinishMove
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Vector t[ 3 ];
|
|
|
|
Vector forward;
|
|
|
|
Vector right;
|
|
|
|
Vector up;
|
|
|
|
Vector temp;
|
|
|
|
|
|
|
|
if ( ai_createnodes->value )
|
|
|
|
{
|
|
|
|
AddPathNodes();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// If the origin or velocity have changed since ClientThink(),
|
|
|
|
// update the pmove values. This will happen when the client
|
|
|
|
// is pushed by a bmodel or kicked by an explosion.
|
|
|
|
//
|
|
|
|
// If it wasn't updated here, the view position would lag a frame
|
|
|
|
// behind the body position when pushed -- "sinking into plats"
|
|
|
|
//
|
|
|
|
if (
|
|
|
|
( GetMovePlayerMoveType() != PM_LOCKVIEW ) &&
|
|
|
|
( GetMovePlayerMoveType() != PM_FREEZE )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
client->ps.pmove.origin[ 0 ] = worldorigin.x * 8.0;
|
|
|
|
client->ps.pmove.origin[ 1 ] = worldorigin.y * 8.0;
|
|
|
|
client->ps.pmove.origin[ 2 ] = worldorigin.z * 8.0;
|
|
|
|
client->ps.pmove.velocity[ 0 ] = velocity.x * 8.0;
|
|
|
|
client->ps.pmove.velocity[ 1 ] = velocity.y * 8.0;
|
|
|
|
client->ps.pmove.velocity[ 2 ] = velocity.z * 8.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// set model angles from view angles so other things in
|
|
|
|
// the world can tell which direction you are looking
|
|
|
|
//
|
|
|
|
if ( waterlevel >= 3 )
|
|
|
|
{
|
|
|
|
angles[ PITCH ] = v_angle[ PITCH ];
|
|
|
|
}
|
|
|
|
else if ( v_angle[ PITCH ] > 180 )
|
|
|
|
{
|
|
|
|
angles[ PITCH ] = ( -360 + v_angle[ PITCH ] ) / 12;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
angles[ PITCH ] = v_angle[ PITCH ] / 12;
|
|
|
|
}
|
|
|
|
|
|
|
|
angles[ YAW ] = v_angle[ YAW ];
|
|
|
|
angles[ ROLL ] = CalcRoll();
|
|
|
|
|
|
|
|
// Orient the angles to coincide with our special gravity vector
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
|
|
|
|
angles.AngleVectors( &t[0], &t[1], &t[2] );
|
|
|
|
forward[ grav.x ] = t[ 0 ][ 0 ];
|
|
|
|
forward[ grav.y ] = t[ 0 ][ 1 ] * grav.sign;
|
|
|
|
forward[ grav.z ] = t[ 0 ][ 2 ] * grav.sign;
|
|
|
|
right[ grav.x ] = t[ 1 ][ 0 ];
|
|
|
|
right[ grav.y ] = t[ 1 ][ 1 ] * grav.sign;
|
|
|
|
right[ grav.z ] = t[ 1 ][ 2 ] * grav.sign;
|
|
|
|
up[ grav.x ] = t[ 2 ][ 0 ];
|
|
|
|
up[ grav.y ] = t[ 2 ][ 1 ] * grav.sign;
|
|
|
|
up[ grav.z ] = t[ 2 ][ 2 ] * grav.sign;
|
|
|
|
VectorsToEulerAngles( forward.vec3(), right.vec3(), up.vec3(), angles.vec3() );
|
|
|
|
|
|
|
|
if ( !level.playerfrozen )
|
|
|
|
{
|
|
|
|
setAngles( angles );
|
|
|
|
AnglesToMat( v_angle.vec3(), orientation );
|
|
|
|
}
|
|
|
|
|
|
|
|
CalcBob();
|
|
|
|
|
|
|
|
// check if we're over the limit health-wise
|
|
|
|
if ( ( (int)health > (int)max_health ) && ( ( float )( ( int )level.time ) == level.time ) )
|
|
|
|
{
|
|
|
|
health -= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// mutant mode
|
|
|
|
if ( ( flags & FL_SP_MUTANT ) && !( flags & FL_GODMODE ) && ( ( float )( ( int )level.time ) == level.time ) )
|
|
|
|
{
|
|
|
|
Damage( world, world, 1, worldorigin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR, MOD_MUTANT_DRAIN, -1, -1, 1.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for silencer
|
|
|
|
if ( !(flags & FL_SILENCER) && FindItem( "Silencer" ) )
|
|
|
|
{
|
|
|
|
flags |= FL_SILENCER;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for O2
|
|
|
|
if ( !(flags & FL_OXYGEN) && FindItem( "ScubaGear" ) )
|
|
|
|
{
|
|
|
|
flags |= FL_OXYGEN;
|
|
|
|
}
|
|
|
|
|
|
|
|
// burn from lava, etc
|
|
|
|
WorldEffects();
|
|
|
|
FallingDamage();
|
|
|
|
|
|
|
|
ChooseAnim();
|
|
|
|
|
|
|
|
// determine the view offsets
|
|
|
|
CalcViewOffset();
|
|
|
|
CalcGunOffset();
|
|
|
|
DamageFeedback();
|
|
|
|
CalcBlend();
|
|
|
|
|
|
|
|
oldvelocity = velocity;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL qboolean Player::CanMoveTo
|
|
|
|
(
|
|
|
|
Vector pos
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Vector min;
|
|
|
|
trace_t trace;
|
|
|
|
Vector start;
|
|
|
|
Vector end;
|
|
|
|
Vector s;
|
|
|
|
|
|
|
|
s = Vector( 0, 0, 20 );
|
|
|
|
start = worldorigin + s;
|
|
|
|
end = pos + s;
|
|
|
|
trace = G_Trace( start, mins, maxs, end, this, MASK_SOLID, "Player::CanMoveTo" );
|
|
|
|
if ( trace.fraction == 1 )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL qboolean Player::ClearPathTo
|
|
|
|
(
|
|
|
|
Vector pos
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Vector dir;
|
|
|
|
Vector midpos;
|
|
|
|
Vector end_trace;
|
|
|
|
Vector delta;
|
|
|
|
Vector start;
|
|
|
|
Vector min;
|
|
|
|
Vector max;
|
|
|
|
trace_t trace;
|
|
|
|
float dist;
|
|
|
|
float t;
|
|
|
|
|
|
|
|
min = Vector( -16, -16, 12 );
|
|
|
|
max = Vector( 16, 16, 40 );
|
|
|
|
start = worldorigin;
|
|
|
|
dir = pos - worldorigin;
|
|
|
|
|
|
|
|
delta = dir;
|
|
|
|
delta[ 2 ] = 0;
|
|
|
|
if ( delta.length() >= PATHMAP_CELLSIZE )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !CanMoveTo( pos ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// only do a full test when we train a level
|
|
|
|
if ( !ai_createnodes->value )
|
|
|
|
{
|
|
|
|
midpos = start + dir * 0.5;
|
|
|
|
end_trace = midpos - Vector( 0, 0, 40 );
|
|
|
|
|
|
|
|
// check that the midpos is onground (down 28 units)
|
|
|
|
trace = G_Trace( midpos, min, max, end_trace, this, MASK_SOLID, "Player::ClearPathTo 1" );
|
|
|
|
if ( trace.fraction == 1 )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
dist = dir.length();
|
|
|
|
if ( dist < 32 )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
dir[ 2 ] = 0;
|
|
|
|
dist = dir.length();
|
|
|
|
dir.normalize();
|
|
|
|
|
|
|
|
min = Vector( -16, -16, 0 );
|
|
|
|
// check the entire move
|
|
|
|
midpos = start;
|
|
|
|
for( t = 0; t < dist; t += 8 )
|
|
|
|
{
|
|
|
|
midpos[ 0 ] = start[ 0 ] + t * dir[ 0 ];
|
|
|
|
midpos[ 1 ] = start[ 1 ] + t * dir[ 1 ];
|
|
|
|
midpos[ 2 ] += 18;
|
|
|
|
end_trace = midpos - Vector( 0, 0, 2048 );//140 );//128 );
|
|
|
|
|
|
|
|
trace = G_Trace( midpos, min, max, end_trace, this, MASK_SOLID, "Player::ClearPathTo 2" );
|
|
|
|
if ( ( trace.fraction == 1 ) || ( trace.startsolid ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
midpos = trace.endpos;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check if we're close enough
|
|
|
|
delta = midpos - pos;
|
|
|
|
return ( delta.length() < 32 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::AddPathNode
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( ai_createnodes->value )
|
|
|
|
{
|
|
|
|
lastNode = new PathNode;
|
|
|
|
lastNode->Setup( worldorigin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::AddPathNodes
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
StandardMovePath find;
|
|
|
|
|
|
|
|
if ( ai_createnodes->value && groundentity )
|
|
|
|
{
|
|
|
|
if ( !lastNode || !lastNode->CheckMove( worldorigin, mins, maxs ) ||
|
|
|
|
!ClearPathTo( lastNode->worldorigin ) )
|
|
|
|
{
|
|
|
|
gi.dprintf( "Can't see lastNode\n" );
|
|
|
|
lastNode = new PathNode;
|
|
|
|
lastNode->Setup( lastVisible );
|
|
|
|
|
|
|
|
// so that we don't just keep putting nodes in the same place
|
|
|
|
lastVisible = worldorigin;
|
|
|
|
}
|
|
|
|
|
|
|
|
nearestNode = PathManager.NearestNode( worldorigin );
|
|
|
|
if ( !nearestNode )
|
|
|
|
{
|
|
|
|
gi.dprintf( "Can't see NearestNode\n" );
|
|
|
|
lastNode = new PathNode;
|
|
|
|
lastNode->Setup( worldorigin );
|
|
|
|
lastVisible = worldorigin;
|
|
|
|
}
|
|
|
|
else if ( lastNode && ( !lastNode->CheckPath( nearestNode, mins, maxs )
|
|
|
|
|| !nearestNode->CheckPath( lastNode, mins, maxs ) ) )
|
|
|
|
{
|
|
|
|
gi.dprintf( "Nearest can't see last\n" );
|
|
|
|
lastNode = new PathNode;
|
|
|
|
lastNode->Setup( worldorigin );
|
|
|
|
lastVisible = worldorigin;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !lastNode || ( lastNode->CheckMove( worldorigin, mins, maxs ) && ClearPathTo( lastNode->worldorigin ) ) )
|
|
|
|
{
|
|
|
|
lastVisible = worldorigin;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( nearestNode )
|
|
|
|
{
|
|
|
|
lastNode = nearestNode;
|
|
|
|
}
|
|
|
|
|
|
|
|
//gi.dprintf( "Num Nodes %d\n", PathManager.NumNodes() );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( searchTime <= level.time )
|
|
|
|
{
|
|
|
|
nearestNode = PathManager.NearestNode( worldorigin );
|
|
|
|
|
|
|
|
if ( path )
|
|
|
|
{
|
|
|
|
delete path;
|
|
|
|
path = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ai_showpath->value )
|
|
|
|
{
|
|
|
|
if ( nearestNode )
|
|
|
|
{
|
|
|
|
if ( !goalNode )
|
|
|
|
{
|
|
|
|
goalNode = nearestNode;
|
|
|
|
}
|
|
|
|
|
|
|
|
find.heuristic.setSize( size );
|
|
|
|
path = find.FindPath( nearestNode, goalNode );
|
|
|
|
}
|
|
|
|
else if ( ai_debugpath->value )
|
|
|
|
{
|
|
|
|
gi.dprintf( "%d : No nearest node\n", level.framenum );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
searchTime = level.time + 0.1;
|
|
|
|
|
|
|
|
if ( ai_showpath->value )
|
|
|
|
{
|
|
|
|
if ( path )
|
|
|
|
{
|
|
|
|
path->DrawPath( 0, 0.7, 0, 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( nearestNode )
|
|
|
|
{
|
|
|
|
G_DebugLine( nearestNode->worldorigin + "0 0 16", worldorigin + "0 0 16", 0, 0, 0.7, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::UpdateStats
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Armor *armor;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Current Ammo
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_AMMO ] = currentWeapon->AmmoAvailable();
|
|
|
|
client->ps.stats[ STAT_CLIPAMMO ] = currentWeapon->ClipAmmo();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_AMMO ] = 0;
|
|
|
|
}
|
|
|
|
|
1999-03-20 00:00:00 +00:00
|
|
|
|
|
|
|
// not used, so don't set to save net bandwidth
|
|
|
|
#if 0
|
1998-12-20 00:00:00 +00:00
|
|
|
// All ammo types
|
|
|
|
for( i = 0; i < NUM_AMMO_TYPES; i++ )
|
|
|
|
{
|
1999-03-20 00:00:00 +00:00
|
|
|
Ammo *ammo;
|
|
|
|
|
1998-12-20 00:00:00 +00:00
|
|
|
assert( ammo_types[ i ] );
|
|
|
|
ammo = ( Ammo * )FindItem( ammo_types[ i ] );
|
|
|
|
if ( ammo )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_AMMO_BASE + i ] = ammo->Amount();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_AMMO_BASE + i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
1999-03-20 00:00:00 +00:00
|
|
|
#endif
|
1998-12-20 00:00:00 +00:00
|
|
|
|
|
|
|
//
|
|
|
|
// Armor
|
|
|
|
//
|
|
|
|
client->ps.stats[ STAT_ARMOR ] = 0;
|
|
|
|
|
|
|
|
for( i = 0; i < NUM_ARMOR_TYPES; i++ )
|
|
|
|
{
|
|
|
|
assert( armor_types[ i ] );
|
|
|
|
armor = ( Armor * )FindItem( armor_types[ i ] );
|
|
|
|
if ( armor )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_ARMOR_BASE + i ] = armor->Amount();
|
|
|
|
client->ps.stats[ STAT_ARMOR ] += armor->Amount();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_ARMOR_BASE + i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Average the armor into a single value
|
|
|
|
client->ps.stats[ STAT_ARMOR ] /= 3;
|
|
|
|
|
|
|
|
if ( currentWeapon )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_CURRENT_WEAPON ] = currentWeapon->GetIconIndex();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_CURRENT_WEAPON ] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Weapon list
|
|
|
|
//
|
|
|
|
client->ps.stats[ STAT_WEAPONLIST ] = 0;
|
|
|
|
|
|
|
|
//
|
|
|
|
// Inventory
|
|
|
|
//
|
|
|
|
if ( currentItem && ( !( flags & ( FL_SP_MUTANT | FL_MUTANT ) ) ) )
|
|
|
|
{
|
|
|
|
InventoryItem *nextItem;
|
|
|
|
InventoryItem *prevItem;
|
|
|
|
|
|
|
|
nextItem = ( InventoryItem * )NextItem( currentItem );
|
|
|
|
prevItem = ( InventoryItem * )PrevItem( currentItem );
|
|
|
|
|
|
|
|
client->ps.stats[ STAT_SELECTED_ICON ] = currentItem->GetIconIndex();
|
|
|
|
client->ps.stats[ STAT_SELECTED_NAME ] = currentItem->GetItemIndex();
|
|
|
|
client->ps.stats[ STAT_SELECTED_AMOUNT ] = currentItem->Amount();
|
|
|
|
client->ps.stats[ STAT_SELECTED_MODELINDEX ] = currentItem->edict->s.modelindex;
|
|
|
|
|
|
|
|
if ( prevItem )
|
|
|
|
client->ps.stats[ STAT_PREVIOUS_ICON ] = prevItem->GetIconIndex();
|
|
|
|
else
|
|
|
|
client->ps.stats[ STAT_PREVIOUS_ICON ] = 0;
|
|
|
|
|
|
|
|
if ( nextItem )
|
|
|
|
client->ps.stats[ STAT_NEXT_ICON ] = nextItem->GetIconIndex();
|
|
|
|
else
|
|
|
|
client->ps.stats[ STAT_NEXT_ICON ] = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_SELECTED_ICON ] = 0;
|
|
|
|
client->ps.stats[ STAT_PREVIOUS_ICON ] = 0;
|
|
|
|
client->ps.stats[ STAT_NEXT_ICON ] = 0;
|
|
|
|
client->ps.stats[ STAT_SELECTED_AMOUNT ] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Health
|
|
|
|
//
|
|
|
|
if ( ( health < 1 ) && ( health > 0 ) )
|
|
|
|
client->ps.stats[ STAT_HEALTH ] = 1;
|
|
|
|
else
|
|
|
|
client->ps.stats[ STAT_HEALTH ] = health;
|
|
|
|
|
|
|
|
//
|
|
|
|
// Frags
|
|
|
|
//
|
|
|
|
client->ps.stats[ STAT_FRAGS ] = client->resp.score;
|
|
|
|
|
|
|
|
if ( spectator )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] = DRAW_SPECTATOR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( !hidestats )
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] = DRAW_STATS;
|
|
|
|
else
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Overlays
|
|
|
|
//
|
|
|
|
if ( drawoverlay )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] |= DRAW_OVERLAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Show scores in dealthmatch during intermission or if the client wants to see them
|
|
|
|
//
|
|
|
|
if ( deathmatch->value && ( level.intermissiontime || client->showinfo ) )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] |= DRAW_SCORES;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Powerups timer
|
|
|
|
//
|
|
|
|
if ( poweruptimer > 0 )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_POWERUPTIMER ] = poweruptimer;
|
|
|
|
client->ps.stats[ STAT_POWERUPTYPE ] = poweruptype;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_POWERUPTIMER ] = 0;
|
|
|
|
client->ps.stats[ STAT_POWERUPTYPE ] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Mission Computer
|
|
|
|
//
|
|
|
|
if ( client->showinfo && !deathmatch->value )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_LAYOUTS ] |= DRAW_MISSIONCPU;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Clear out the exit sign
|
|
|
|
// if we are in the trigger_exit field, than this will constantly be set
|
|
|
|
// so this will clear it out on subsequent calls to UpdateStats
|
|
|
|
//
|
|
|
|
if ( client->ps.stats[ STAT_EXITSIGN ] > 0 )
|
|
|
|
{
|
|
|
|
client->ps.stats[ STAT_EXITSIGN ]--;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// if the scoreboard is up, update it
|
|
|
|
//
|
|
|
|
if ( client->showinfo && deathmatch->value && !( level.framenum & 31 ) )
|
|
|
|
{
|
|
|
|
G_DeathmatchScoreboardMessage( this, enemy );
|
|
|
|
gi.unicast( edict, false );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::UpdateMusic
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if ( music_forced )
|
|
|
|
{
|
|
|
|
client->ps.current_music_mood = music_current_mood;
|
|
|
|
client->ps.fallback_music_mood = music_fallback_mood;
|
|
|
|
}
|
|
|
|
else if ( action_level > 30 )
|
|
|
|
{
|
|
|
|
music_current_mood = mood_normal;
|
|
|
|
music_fallback_mood = mood_normal;
|
|
|
|
client->ps.current_music_mood = mood_action;
|
|
|
|
client->ps.fallback_music_mood = mood_normal;
|
|
|
|
}
|
|
|
|
else if ( ( action_level < 15 ) && ( client->ps.current_music_mood == mood_action ) )
|
|
|
|
{
|
|
|
|
music_current_mood = mood_normal;
|
|
|
|
music_fallback_mood = mood_normal;
|
|
|
|
client->ps.current_music_mood = music_current_mood;
|
|
|
|
client->ps.fallback_music_mood = music_fallback_mood;
|
|
|
|
}
|
|
|
|
else if ( client->ps.current_music_mood != mood_action )
|
|
|
|
{
|
|
|
|
client->ps.current_music_mood = music_current_mood;
|
|
|
|
client->ps.fallback_music_mood = music_fallback_mood;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (action_level > 0)
|
|
|
|
{
|
|
|
|
action_level -= 0.2f;
|
|
|
|
if (action_level > 80)
|
|
|
|
action_level = 80;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
action_level = 0;
|
|
|
|
|
|
|
|
//
|
|
|
|
// set the music
|
|
|
|
// naturally decay the action level
|
|
|
|
//
|
|
|
|
if (s_debugmusic->value)
|
|
|
|
{
|
|
|
|
warning("DebugMusic","%s's action_level = %4.2f\n", client->pers.netname, action_level);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
EndFrame
|
|
|
|
|
|
|
|
Called for each player at the end of the server frame
|
|
|
|
and right after spawning
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
EXPORT_FROM_DLL void Player::EndFrame
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
FinishMove();
|
|
|
|
UpdateStats();
|
|
|
|
UpdateMusic();
|
|
|
|
|
|
|
|
// set the crouch flag
|
|
|
|
if ( client->ps.pmove.pm_flags & PMF_DUCKED )
|
|
|
|
{
|
|
|
|
edict->s.effects |= EF_CROUCH;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
edict->s.effects &= ~EF_CROUCH;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( movieCamera != CinematicCamera )
|
|
|
|
{
|
|
|
|
if ( movieCamera && movieCamera->isSubclassOf( SecurityCamera ) )
|
|
|
|
{
|
|
|
|
movieCamera->edict->s.renderfx &= ~RF_DONTDRAW;
|
|
|
|
}
|
|
|
|
movieCamera = CinematicCamera;
|
|
|
|
if ( movieCamera )
|
|
|
|
{
|
|
|
|
Entity * ent;
|
|
|
|
Camera * cam;
|
|
|
|
SetViewMode( CAMERA_VIEW, movieCamera );
|
|
|
|
|
|
|
|
if ( movieCamera->isSubclassOf( Camera ) )
|
|
|
|
{
|
|
|
|
ent = movieCamera;
|
|
|
|
|
|
|
|
cam = ( Camera * )ent;
|
|
|
|
if ( cam->Overlay().length() )
|
|
|
|
{
|
|
|
|
SendOverlay( this, cam->Overlay() );
|
|
|
|
drawoverlay = true;
|
|
|
|
hidestats = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
drawoverlay = false;
|
|
|
|
hidestats = false;
|
|
|
|
SetViewMode( defaultViewMode );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ( viewmode == THIRD_PERSON ) && ( zoom_mode == ZOOMED_IN ) )
|
|
|
|
{
|
|
|
|
SetCameraEntity( this );
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
crosshair->hideModel();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( ( viewmode == THIRD_PERSON ) && ( gravaxis ) )
|
|
|
|
{
|
|
|
|
SetCameraEntity( this );
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
crosshair->hideModel();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( crosshair )
|
|
|
|
{
|
|
|
|
crosshair->showModel();
|
|
|
|
}
|
|
|
|
assert( watchCamera );
|
|
|
|
if ( !watchCamera )
|
|
|
|
{
|
|
|
|
// fix it in release
|
|
|
|
watchCamera = this;
|
|
|
|
}
|
|
|
|
SetCameraEntity( watchCamera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXPORT_FROM_DLL void Player::ShowInfo
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
client->showinfo = !client->showinfo;
|
|
|
|
if ( deathmatch->value && client->showinfo )
|
|
|
|
{
|
|
|
|
G_DeathmatchScoreboard( this );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ReadyToFire
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int frame;
|
|
|
|
|
|
|
|
frame = ev->GetInteger( 1 );
|
|
|
|
if ( ( buttons & BUTTON_ATTACK ) && WeaponReady() )
|
|
|
|
{
|
|
|
|
NextFrame( frame );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::WaitingToFire
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int frame;
|
|
|
|
|
|
|
|
frame = ev->GetInteger( 1 );
|
|
|
|
if ( ( buttons & BUTTON_ATTACK ) && !WeaponReady() )
|
|
|
|
{
|
|
|
|
NextFrame( frame );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DoneFiring
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
firing = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::AddItemToFloatingInventory
|
|
|
|
(
|
|
|
|
Item *item
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
floating_inventory.AddObject( item->entnum );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SendFloatingInventory
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i,n;
|
|
|
|
|
|
|
|
// Send over the floating inventory icons
|
|
|
|
n = floating_inventory.NumObjects();
|
|
|
|
assert( n < MAX_ITEMS );
|
|
|
|
gi.WriteByte( svc_inventory );
|
|
|
|
gi.WriteShort( n );
|
|
|
|
for( i=1; i<=n; i++)
|
|
|
|
{
|
|
|
|
Item *item;
|
|
|
|
item = ( Item * )G_GetEntity( floating_inventory.ObjectAt( i ) );
|
|
|
|
assert( item );
|
|
|
|
if ( item )
|
|
|
|
{
|
|
|
|
gi.WriteShort( item->GetIconIndex() );
|
|
|
|
gi.WriteShort( item->Amount() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gi.unicast( this->edict, false );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ClearFloatingInventory
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
// Clear the items
|
|
|
|
floating_inventory.ClearObjectList();
|
|
|
|
// Clear the owner;
|
|
|
|
floating_owner = NULL;
|
|
|
|
// Clear the client's list
|
|
|
|
SendFloatingInventory();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetFloatingOwner
|
|
|
|
(
|
|
|
|
Sentient *deceased_owner
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
floating_owner = deceased_owner;
|
|
|
|
}
|
|
|
|
|
|
|
|
Sentient *Player::GetFloatingOwner
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
return floating_owner;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::PickupFloatingInventory
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i,n;
|
|
|
|
Event *event;
|
|
|
|
qboolean inventory_changed = false;
|
|
|
|
|
|
|
|
// Make sure there is an inventory to pickup
|
|
|
|
if (!floating_owner)
|
|
|
|
return;
|
|
|
|
|
|
|
|
n = floating_inventory.NumObjects();
|
|
|
|
|
|
|
|
if (!n)
|
|
|
|
return;
|
|
|
|
|
|
|
|
assert( n < MAX_ITEMS );
|
|
|
|
|
|
|
|
for( i=n; i>0; i--)
|
|
|
|
{
|
|
|
|
Item *item;
|
|
|
|
item = ( Item * )G_GetEntity( floating_inventory.ObjectAt( i ) );
|
|
|
|
assert( item );
|
|
|
|
|
|
|
|
// Check to see if we want to pick this up
|
|
|
|
if ( !item->Pickupable( this ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Remove it from the dead body
|
|
|
|
item->Drop();
|
|
|
|
|
|
|
|
// Add item to player's inventory
|
|
|
|
event = new Event( EV_Item_Pickup );
|
|
|
|
event->AddEntity( this );
|
|
|
|
item->ProcessEvent( event );
|
|
|
|
item->ProcessEvent( EV_Trigger_StartThread );
|
|
|
|
|
|
|
|
// Remove it from the floating inventory
|
|
|
|
floating_inventory.RemoveObjectAt( i );
|
|
|
|
|
|
|
|
inventory_changed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( inventory_changed )
|
|
|
|
{
|
|
|
|
// Update the client if the inventory changed
|
|
|
|
SendFloatingInventory();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Make this guy useless in 60 seconds
|
|
|
|
Event *re;
|
|
|
|
re = new Event( "remove_useless" );
|
|
|
|
floating_owner->PostEvent( re, 60 );
|
|
|
|
|
|
|
|
RandomSound("snd_refusepickup");
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !floating_inventory.NumObjects() )
|
|
|
|
{
|
|
|
|
Event *re;
|
|
|
|
re = new Event( "remove_useless" );
|
|
|
|
floating_owner->ProcessEvent( re );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ChangeSpectator
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
edict_t *cl_ent;
|
|
|
|
|
|
|
|
currentCameraTarget = ( currentCameraTarget + 1 ) % game.maxclients;
|
|
|
|
cl_ent = g_edicts + 1 + currentCameraTarget;
|
|
|
|
|
|
|
|
while ( !cl_ent->inuse )
|
|
|
|
{
|
|
|
|
currentCameraTarget = ( currentCameraTarget + 1 ) % game.maxclients;
|
|
|
|
cl_ent = g_edicts + 1 + currentCameraTarget;
|
|
|
|
}
|
|
|
|
SetViewMode( SPECTATOR );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::TestThread
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *scriptfile;
|
|
|
|
const char *label = NULL;
|
|
|
|
ScriptThread * thread;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Syntax: testthread scriptfile <label>.\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
scriptfile = ev->GetString( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
|
|
label = ev->GetString( 2 );
|
|
|
|
thread = Director.CreateThread( scriptfile, LEVEL_SCRIPT, label );
|
|
|
|
if ( thread )
|
|
|
|
{
|
|
|
|
// start right away
|
|
|
|
thread->Start( -1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GibEvent
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
qboolean hidemodel;
|
|
|
|
|
|
|
|
hidemodel = !ev->GetInteger( 1 );
|
|
|
|
|
|
|
|
if ( sv_gibs->value && !parentmode->value )
|
|
|
|
{
|
|
|
|
if ( hidemodel )
|
|
|
|
{
|
|
|
|
gibbed = true;
|
|
|
|
takedamage = DAMAGE_NO;
|
|
|
|
setSolidType( SOLID_NOT );
|
|
|
|
hideModel();
|
|
|
|
}
|
|
|
|
CreateGibs( this, health, 0.75f, 3 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GotKill
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity *victim;
|
|
|
|
Entity *inflictor;
|
|
|
|
str location;
|
|
|
|
float damage;
|
|
|
|
int meansofdeath;
|
|
|
|
qboolean gibbed;
|
|
|
|
|
|
|
|
if ( deathmatch->value )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
victim = ev->GetEntity( 1 );
|
|
|
|
damage = ev->GetInteger( 2 );
|
|
|
|
inflictor = ev->GetEntity( 3 );
|
|
|
|
location = ev->GetString( 4 );
|
|
|
|
meansofdeath = ev->GetInteger( 5 );
|
|
|
|
gibbed = ev->GetInteger( 6 );
|
|
|
|
|
|
|
|
if ( victim->isSubclassOf( Actor ) )
|
|
|
|
{
|
|
|
|
Actor * act;
|
|
|
|
act = ( Actor * )victim;
|
|
|
|
switch ( act->actortype )
|
|
|
|
{
|
|
|
|
case IS_ENEMY:
|
|
|
|
case IS_MONSTER:
|
|
|
|
if ( gibbed )
|
|
|
|
{
|
|
|
|
if ( G_Random( 100 ) < 15 )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_gibfest", 1, CHAN_VOICE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ( G_Random( 100 ) < 15 )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_taunt", 1, CHAN_VOICE );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case IS_FRIEND:
|
|
|
|
case IS_CIVILIAN:
|
|
|
|
if (
|
|
|
|
( !( flags & FL_MUTANT ) ) &&
|
|
|
|
( !deathmatch->value ) &&
|
|
|
|
( !level.no_jc )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
char name[ 128 ];
|
|
|
|
int num;
|
|
|
|
|
|
|
|
num = (int)G_Random( 4 ) + 1;
|
|
|
|
sprintf( name, "global/universal_script.scr::blade_kills_innocent%d", num );
|
|
|
|
ExecuteThread( name, true );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( victim->isClient() )
|
|
|
|
{
|
|
|
|
if ( gibbed )
|
|
|
|
{
|
|
|
|
if ( G_Random( 100 ) < 15 )
|
|
|
|
{
|
|
|
|
RandomSound( "snd_gibfest", 1, CHAN_VOICE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (
|
|
|
|
( G_Random( 100 ) < 15 )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
RandomSound( "snd_taunt", 1, CHAN_VOICE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetPowerupTimer
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Event *event;
|
|
|
|
|
|
|
|
poweruptimer = ev->GetInteger( 1 );
|
|
|
|
poweruptype = ev->GetInteger( 2 );
|
|
|
|
event = new Event( EV_Player_UpdatePowerupTimer );
|
|
|
|
PostEvent ( event, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdatePowerupTimer
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
poweruptimer -= 1;
|
|
|
|
|
|
|
|
if (poweruptimer > 0)
|
|
|
|
PostEvent( ev, 1 );
|
|
|
|
else
|
|
|
|
poweruptype = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
viewmode_t Player::ViewMode
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
return viewmode;
|
|
|
|
}
|
|
|
|
|
|
|
|
Camera * Player::CurrentCamera
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Entity * ent;
|
|
|
|
ent = CinematicCamera;
|
|
|
|
return ( Camera * )ent;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetCamera
|
|
|
|
(
|
|
|
|
Entity *ent
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
CinematicCamera = ent;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::WhatIs
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() != 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: whatis <entity number>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
num = ev->GetInteger( 1 );
|
|
|
|
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = G_GetEntity( num );
|
|
|
|
if ( !ent )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Entity not in use.\n" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const char * animname;
|
|
|
|
int master, own;
|
|
|
|
|
|
|
|
animname = NULL;
|
|
|
|
if ( gi.IsModel( ent->edict->s.modelindex ) )
|
|
|
|
animname = gi.Anim_NameForNum( ent->edict->s.modelindex, ent->edict->s.anim );
|
|
|
|
if ( !animname )
|
|
|
|
animname = "( N/A )";
|
|
|
|
|
|
|
|
if ( ent->bindmaster )
|
|
|
|
master = ent->bindmaster->entnum;
|
|
|
|
else
|
|
|
|
master = 0;
|
|
|
|
|
|
|
|
if ( ent->edict->owner )
|
|
|
|
own = ent->edict->owner - g_edicts;
|
|
|
|
else
|
|
|
|
own = 0;
|
|
|
|
|
|
|
|
gi.cprintf( edict, PRINT_HIGH,
|
|
|
|
"Entity # : %d\n"
|
|
|
|
"Class ID : %s\n"
|
|
|
|
"Classname : %s\n"
|
|
|
|
"Targetname : %s\n"
|
|
|
|
"Modelname : %s\n"
|
|
|
|
"Animname : %s\n"
|
|
|
|
"Origin : ( %f, %f, %f )\n"
|
|
|
|
"Bounds : Mins( %.2f, %.2f, %.2f ) Maxs( %.2f, %.2f, %.2f )\n"
|
|
|
|
"Velocity : ( %f, %f, %f )\n"
|
|
|
|
"SVFLAGS : %x\n"
|
|
|
|
"Movetype : %i\n"
|
|
|
|
"Solidtype : %i\n"
|
|
|
|
"Parent : %i\n"
|
|
|
|
"Health : %.1f\n"
|
|
|
|
"Max Health : %.1f\n"
|
|
|
|
"BindMaster : %i\n"
|
|
|
|
"Edict Owner: %i\n",
|
|
|
|
num,
|
|
|
|
ent->getClassID(),
|
|
|
|
ent->getClassname(),
|
|
|
|
ent->TargetName(),
|
|
|
|
ent->model.c_str(),
|
|
|
|
animname,
|
|
|
|
ent->worldorigin.x, ent->worldorigin.y, ent->worldorigin.z,
|
|
|
|
ent->mins.x, ent->mins.y, ent->mins.z, ent->maxs.x, ent->maxs.y, ent->maxs.z,
|
|
|
|
ent->velocity.x, ent->velocity.y, ent->velocity.z,
|
|
|
|
ent->edict->svflags,
|
|
|
|
ent->movetype,
|
|
|
|
ent->edict->solid,
|
|
|
|
ent->edict->s.parent,
|
|
|
|
ent->health,
|
|
|
|
ent->max_health,
|
|
|
|
master,
|
|
|
|
own
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::KillEnt
|
|
|
|
(
|
|
|
|
Event * ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() != 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: killent <entity number>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
num = ev->GetInteger( 1 );
|
|
|
|
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = G_GetEntity( num );
|
|
|
|
ent->Damage( world, world, ent->max_health + 25, worldorigin, vec_zero, vec_zero, 0, 0, 0, -1, -1, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RemoveEnt
|
|
|
|
(
|
|
|
|
Event * ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() != 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: removeent <entity number>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
num = ev->GetInteger( 1 );
|
|
|
|
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = G_GetEntity( num );
|
|
|
|
ent->PostEvent( Event( EV_Remove ), 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::KillClass
|
|
|
|
(
|
|
|
|
Event * ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int except;
|
|
|
|
str classname;
|
|
|
|
edict_t * from;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: killclass <classname> [except entity number]\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
classname = ev->GetString( 1 );
|
|
|
|
|
|
|
|
except = 0;
|
|
|
|
if ( ev->NumArgs() == 2 )
|
|
|
|
{
|
|
|
|
except = ev->GetInteger( 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( from = this->edict + 1; from < &g_edicts[ globals.num_edicts ]; from++ )
|
|
|
|
{
|
|
|
|
if ( !from->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert( from->entity );
|
|
|
|
|
|
|
|
ent = from->entity;
|
|
|
|
|
|
|
|
if ( ent->entnum == except )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ent->inheritsFrom( classname.c_str() ) )
|
|
|
|
{
|
|
|
|
ent->Damage( world, world, ent->max_health + 25, worldorigin, vec_zero, vec_zero, 0, 0, 0, -1, -1, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RemoveClass
|
|
|
|
(
|
|
|
|
Event * ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int except;
|
|
|
|
str classname;
|
|
|
|
edict_t * from;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: removeclass <classname> [except entity number]\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
classname = ev->GetString( 1 );
|
|
|
|
|
|
|
|
except = 0;
|
|
|
|
if ( ev->NumArgs() == 2 )
|
|
|
|
{
|
|
|
|
except = ev->GetInteger( 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( from = this->edict + 1; from < &g_edicts[ globals.num_edicts ]; from++ )
|
|
|
|
{
|
|
|
|
if ( !from->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert( from->entity );
|
|
|
|
|
|
|
|
ent = from->entity;
|
|
|
|
|
|
|
|
if ( ent->entnum == except )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ( ent->inheritsFrom( classname.c_str() ) )
|
|
|
|
{
|
|
|
|
ent->PostEvent( Event( EV_Remove ), 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ActorInfo
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
Entity *ent;
|
|
|
|
|
|
|
|
if ( ev->NumArgs() != 1 )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Usage: actorinfo <entity number>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
num = ev->GetInteger( 1 );
|
|
|
|
if ( ( num < 0 ) || ( num >= globals.max_edicts ) )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Value out of range. Possible values range from 0 to %d.\n", globals.max_edicts );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = G_GetEntity( num );
|
|
|
|
if ( !ent || !ent->isSubclassOf( Actor ) )
|
|
|
|
{
|
|
|
|
gi.cprintf( edict, PRINT_HIGH, "Entity not an Actor.\n" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
( ( Actor * )ent )->ShowInfo();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Taunt
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Event * event;
|
|
|
|
str taunt;
|
|
|
|
|
|
|
|
if ( level.time < lastTauntTime )
|
|
|
|
return;
|
|
|
|
|
|
|
|
taunt = str("snd_taunt") + str( ev->GetString( 1 ) );
|
|
|
|
event = new Event( EV_VoiceSound );
|
|
|
|
event->AddString( taunt );
|
|
|
|
event->AddFloat( 1 );
|
|
|
|
ProcessEvent( event );
|
|
|
|
lastTauntTime = level.time + TAUNT_TIME;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DrawOverlay
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
drawoverlay = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::HideOverlay
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
drawoverlay = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DrawStats
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
hidestats = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::HideStats
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
{
|
|
|
|
hidestats = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ChangeMusic
|
|
|
|
(
|
|
|
|
const char * current,
|
|
|
|
const char * fallback,
|
|
|
|
qboolean force
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int current_mood_num;
|
|
|
|
int fallback_mood_num;
|
|
|
|
|
|
|
|
music_forced = force;
|
|
|
|
if ( str( current ) == str( "normal" ) )
|
|
|
|
{
|
|
|
|
music_forced = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( current )
|
|
|
|
{
|
|
|
|
current_mood_num = MusicMood_NameToNum( current );
|
|
|
|
if ( current_mood_num < 0 )
|
|
|
|
{
|
|
|
|
gi.dprintf( "current music mood %s not found", current );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music_current_mood = current_mood_num;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( fallback )
|
|
|
|
{
|
|
|
|
fallback_mood_num = MusicMood_NameToNum( fallback );
|
|
|
|
if ( fallback_mood_num < 0 )
|
|
|
|
{
|
|
|
|
gi.dprintf( "fallback music mood %s not found", fallback );
|
|
|
|
fallback = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
music_fallback_mood = fallback_mood_num;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetFlashColor
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( flash_color[3] == 0 )
|
|
|
|
{
|
|
|
|
flash_color[0] = flash_color[1] = flash_color[2] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
flash_color[0] += ev->GetFloat( 1 );
|
|
|
|
flash_color[1] += ev->GetFloat( 2 );
|
|
|
|
flash_color[2] += ev->GetFloat( 3 );
|
|
|
|
flash_color[3] += ev->GetFloat( 4 );
|
|
|
|
|
|
|
|
if ( flash_color[0] > 1 )
|
|
|
|
flash_color[0] = 1;
|
|
|
|
if ( flash_color[1] > 1 )
|
|
|
|
flash_color[1] = 1;
|
|
|
|
if ( flash_color[2] > 1 )
|
|
|
|
flash_color[2] = 1;
|
|
|
|
if ( flash_color[3] > 1 )
|
|
|
|
flash_color[3] = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::ClearFlashColor
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
flash_color[0] = 0;
|
|
|
|
flash_color[1] = 0;
|
|
|
|
flash_color[2] = 0;
|
|
|
|
flash_color[3] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::GiveOxygen
|
|
|
|
(
|
|
|
|
float time
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
air_finished = level.time + time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::WeaponUse
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
Event *event;
|
|
|
|
|
|
|
|
if ( currentWeapon && !currentWeapon->ChangingWeapons() )
|
|
|
|
{
|
|
|
|
event = new Event( EV_Weapon_SecondaryUse );
|
|
|
|
event->AddEntity( this );
|
|
|
|
currentWeapon->ProcessEvent( event );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Human
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int playernum;
|
|
|
|
|
|
|
|
flags &= ~FL_SP_MUTANT;
|
|
|
|
flags &= ~FL_MUTANT;
|
|
|
|
|
|
|
|
setModel( savemodel.c_str() );
|
|
|
|
SetAnim( "idle" );
|
|
|
|
|
|
|
|
strcpy( client->pers.model, savemodel.c_str() );
|
|
|
|
strcpy( client->pers.skin, saveskin.c_str() );
|
|
|
|
|
|
|
|
playernum = edict-g_edicts-1;
|
|
|
|
|
|
|
|
// combine name, skin and model into a configstring
|
|
|
|
gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s\\%s",
|
|
|
|
client->pers.netname,
|
|
|
|
client->pers.model,
|
|
|
|
client->pers.skin));
|
|
|
|
|
|
|
|
takeWeapon( "MutantHands" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Mutate
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int playernum;
|
|
|
|
Weapon *mutanthands;
|
|
|
|
|
|
|
|
flags |= FL_SP_MUTANT;
|
|
|
|
|
|
|
|
setModel( "manumit_pl.def" );
|
|
|
|
SetAnim( "idle" );
|
|
|
|
|
|
|
|
savemodel = client->pers.model;
|
|
|
|
saveskin = client->pers.skin;
|
|
|
|
|
|
|
|
strcpy( client->pers.model, "manumit_pl.def" );
|
|
|
|
|
|
|
|
playernum = edict-g_edicts-1;
|
|
|
|
|
|
|
|
|
|
|
|
// combine name, skin and model into a configstring
|
|
|
|
gi.configstring (CS_PLAYERSKINS+playernum,
|
|
|
|
va("%s\\%s\\%s",
|
|
|
|
client->pers.netname,
|
|
|
|
client->pers.model,
|
|
|
|
client->pers.skin)
|
|
|
|
);
|
|
|
|
|
|
|
|
// Give the mutanthands weapon. - Force it.
|
|
|
|
mutanthands = giveWeapon( "MutantHands" );
|
|
|
|
ForceChangeWeapon( mutanthands );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetSkin
|
|
|
|
(
|
|
|
|
Event *ev
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int playernum;
|
|
|
|
|
|
|
|
playernum = edict-g_edicts-1;
|
|
|
|
|
|
|
|
strcpy( client->pers.skin, ev->GetString( 1 ) );
|
|
|
|
|
|
|
|
// combine name, skin and model into a configstring
|
|
|
|
gi.configstring( CS_PLAYERSKINS+playernum, va( "%s\\%s\\%s",
|
|
|
|
client->pers.netname,
|
|
|
|
client->pers.model,
|
|
|
|
client->pers.skin ) );
|
|
|
|
|
|
|
|
}
|