sin-sdk/player.cpp

7305 lines
165 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/player.cpp $
// $Revision:: 422 $
// $Author:: Jimdose $
// $Date:: 2/16/99 8:38p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/player.cpp $
//
// 422 2/16/99 8:38p Jimdose
// moved sin arcade comm stuff to client
//
// 421 1/29/99 6:14p Jimdose
// added 2015 changes
//
// 420 1/27/99 5:15p Jimdose
// Fixed no weapon bug in arcade mode deathmatch
//
// 419 12/18/98 11:03p Jimdose
// removed include of qcommon.h
//
// 418 12/16/98 5:42p Jimdose
// fixed a bunch of respawn issues for Sin Arcade
//
// 417 12/16/98 12:41a Jimdose
// Killed no longer deletes player's weapon in training mode 2 (arcade)
//
// 416 12/14/98 8:17p Aldie
// Took out #if 0
//
// 415 12/14/98 8:07p Aldie
// Temporarily remove arcade stuff
//
// 414 12/14/98 6:53p Aldie
// Added some stuff for arcade when death occurs
//
// 413 12/14/98 6:03p Jimdose
// made GodCheat allow a value to set it on of off
//
// 412 11/18/98 3:47a Aldie
// Fix for mutants and inventory items showing up in inventory
//
// 411 11/18/98 3:02a Jimdose
// made mutant mode stay across levels
//
// 410 11/17/98 6:54p Aldie
// Don't do spawn particles for training
//
// 409 11/17/98 3:48a Jimdose
// gravpaths no longer pull you during waterjumps
//
// 408 11/16/98 9:05p Markd
// don't do flash blend if hit by MOD_FISTS
//
// 407 11/16/98 8:29p Jimdose
// added CheckWater
//
// 406 11/16/98 7:45p Markd
// made take, only take a certain amount
//
// 405 11/16/98 4:37a Markd
// don't set angles if player is frozen
//
// 404 11/16/98 12:42a Aldie
// spidermine camera
//
// 403 11/15/98 8:43p Markd
// Fixed third person crosshair issues and gravity axis and zooming
//
// 402 11/15/98 3:55a Markd
// fixed weapon visible in vehicles
//
// 401 11/14/98 7:57p Markd
// always reload when pressing use
//
// 400 11/14/98 2:52a Markd
// put in RF_DONTDRAW support on weapons
//
// 399 11/14/98 2:54a Aldie
// Added InitSkin to preserve custom skins in single player
//
// 398 11/13/98 11:02p Jimdose
// made fov persistant across levels and after zooming in and out
//
// 397 11/13/98 10:42p Aldie
// Free inventory of type when a take item is issued by the script
//
// 396 11/13/98 7:13p Jimdose
// health is now set to 1 if it's less than 1 when changing or entering levels
//
// 395 11/13/98 2:37a Aldie
// Fixed pain event to play sound and flash within bounds
//
// 394 11/11/98 11:12p Aldie
// Added custom gibbing
//
// 393 11/10/98 3:57p Jimdose
// fixed bug where player enters vehicle crouched and the view hieght is too
// low
//
// 392 11/09/98 3:31a Markd
// PM_trace should check for godmode
//
// 391 11/09/98 1:43a Markd
// put in falling protection for landing on ladder
//
// 390 11/09/98 12:55a Jimdose
// added sv_footsteps cvar so that server admins can turn footsteps off
// completely
//
// 389 11/08/98 10:48p Jimdose
// moved earthquake to level struct
//
// 388 11/08/98 8:29p Aldie
// Fix for some console bugs when moving while using them
//
// 387 11/07/98 10:46p Markd
// Fixed music stuff
//
// 386 11/07/98 10:15p Markd
// put in forcemusic support
//
// 385 11/07/98 10:00p Jimdose
// Made spawn and actor commands work with model names
//
// 384 11/07/98 8:01p Markd
// Added in damage_since_pain, fixed some camera stuff
//
// 383 11/07/98 5:29p Aldie
// Drop inventory in coop
//
// 382 11/07/98 5:27p Aldie
// Fixed coop death bug
//
// 381 11/07/98 4:39p Markd
// fixed music stuff
//
// 380 11/07/98 3:34p Markd
// reset music when coming back from action
//
// 379 11/06/98 10:09p Aldie
// Moved has_thought to constructor
//
// 378 11/06/98 9:38p Aldie
// Moved waitforplayer stuff to the think function
//
// 377 11/06/98 5:17p Jimdose
// added missionfailed and missionfailedtime to level vars
// when a mission has failed or the player is dead in single player, the game
// code immediately shows the loadmenu, preventing them from letting the game
// continue running if they exit the menu
//
// 376 11/05/98 2:06a Markd
// changed the way music works a bit, so that action would override anything
// else
//
// 375 10/27/98 9:46p Aldie
// Changed training cvar to level.training
//
// 374 10/27/98 5:10p Aldie
// Fixed take "all" for fists and spidermine
//
// 373 10/26/98 10:32p Aldie
// If onladder, don't get affected by gravitypaths
//
// 372 10/26/98 9:53p Markd
// Moved GotKill around, added gibfest sound
//
// 371 10/26/98 8:12p Aldie
// Fixed some weapon bugs with detaching from owner when removing
//
// 370 10/26/98 5:37p Markd
// expanded whatis functionality
//
// 369 10/26/98 4:30p Aldie
// Changed airtime default to 20
//
// 368 10/26/98 2:17p Aldie
// Added AirClamp
//
// 367 10/26/98 2:18a Aldie
// Added FL_OXYGEN
//
// 366 10/26/98 12:28a Markd
// put in no jc support
//
// 365 10/25/98 11:55p Jimdose
// moved playerfrozen from game to level
//
// 364 10/25/98 10:15p Aldie
// Added training cvar
//
// 363 10/25/98 1:51a Aldie
// Bulletproof the floating inventory code
//
// 362 10/24/98 6:39p Markd
// Added in more dialog based on Blade killing things
//
// 361 10/24/98 6:21p Aldie
// Fixed spidermine error...
//
// 360 10/24/98 5:44p Markd
// Added killent, removent, killclass removeclass and added parameters to
// whatis
//
// 359 10/24/98 3:17p Aldie
// Take out gibs for parent mode
//
// 358 10/24/98 3:14p Aldie
// Addec check for silencer, removed blood checks
//
// 357 10/24/98 2:17p Markd
// Put in JC saying blade was dead
//
// 356 10/24/98 4:05a Markd
// fixed zoomed in in a vehicle
//
// 355 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
// 354 10/22/98 9:28p Aldie
// Added support for deathgib animations
//
// 353 10/22/98 5:19p Aldie
// Fixed crash of using Powerups
//
// 352 10/22/98 5:04p Markd
// Blade will no longer taunt deaths of civilians or inanimate objects
//
// 351 10/22/98 4:21p Aldie
// Fixed spidermine and fov changing
//
// 350 10/22/98 2:39a Jimdose
// player no longer does crouching bob when in water
//
// 349 10/21/98 10:58p Jimdose
// Made TouchStuff not touch the world
//
// 348 10/21/98 5:28p Aldie
// Added a setskin command
//
// 347 10/21/98 1:45a Aldie
// Fixed silencer clearing out, updated gib test function
//
// 346 10/20/98 10:29p Jimdose
// Restore crosshair when respawning in 3rd person
//
// 345 10/20/98 7:42p Markd
// fixed weapons in vehicles
//
// 344 10/20/98 5:22p Aldie
// Added die_gibs flag
//
// 343 10/19/98 9:53p Jimdose
// Added blend for lightvolume
// changed slime variables to lightvolume
//
// 342 10/19/98 5:29p Aldie
// Increased air time to 20
//
// 341 10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
//
// 340 10/18/98 10:55p Aldie
// Added check for useless body removal on bodies that you don't need anything
// from
//
// 339 10/18/98 9:01p Markd
// Added ShowWeapon support for vehicles and zooming in on vehicles
//
// 338 10/18/98 1:31a Aldie
// Added some more stuff to whatis command
//
// 337 10/17/98 12:23a Jimdose
// don't load persistant data during deathmatch
//
// 336 10/16/98 2:27a Jimdose
// Added Endlevel
// saved godmode and notarget on level change
// made cameras work cross level and in savegames
//
// 335 10/16/98 2:18a Aldie
// Took out mutant movement when in single player mutant mode
//
// 334 10/14/98 10:58p Jimdose
// player now archives fov, viewmode, and skin damage
//
// 333 10/14/98 6:29p Markd
// Put in STAT_EXITSIGN
//
// 332 10/14/98 5:34p Aldie
// Mutant stuff
//
// 331 10/14/98 1:19a Jimdose
// Got cross-level persistant info working
//
// 330 10/12/98 8:54p Aldie
// Process player killed events
//
// 329 10/12/98 8:44p Jimdose
// Rewrote init function
// started adding persistant functions
//
// 328 10/12/98 12:59p Markd
// Fixed vehicle entering which messed up intro
//
// 327 10/11/98 9:03p Aldie
// Updated Killed to clear mutant status
//
// 326 10/11/98 7:40p Aldie
// Mutate and restore commands for Richard
//
// 325 10/11/98 5:46p Aldie
// Obituaries
//
// 324 10/11/98 5:33p Aldie
// Fix a couple init bugs
//
// 323 10/11/98 12:02a Aldie
// Adrenaline effects
//
// 322 10/10/98 9:58p Aldie
// Fixed mutant mode bug and changed alpha for PODD.
//
// 321 10/10/98 9:14p Aldie
// Death message and fix camera in spidermines
//
// 320 10/10/98 5:58p Aldie
// More quantumdestab fixes
//
// 319 10/09/98 8:59p Aldie
// Moved oxygen to player
//
// 318 10/09/98 4:54p Markd
// Replaced misc script code with ExecuteThread
//
// 317 10/09/98 2:06a Aldie
// Updated DMFLAGS
//
// 316 10/08/98 7:24p Markd
// changed vehicle movetype from noclip to vehicle
//
// 315 10/07/98 11:57p Jimdose
// Added SetDeltaAngles
// Moved old_pmove out of client
// Moved PlayerFrozen to game
// Init isn't called until client enters game
// Got rid of MonsterGoal
//
// 314 10/03/98 1:09p Aldie
// Fix a bug with flashcolor
//
// 313 10/02/98 7:19p Aldie
// Added flash color to do blinding flashes
//
// 312 9/30/98 11:22p Markd
// Changed taunts from volume 2 to volume 1
//
// 311 9/30/98 11:11p Markd
// Limited fov in deathmatch
//
// 310 9/30/98 5:39p Aldie
// Added showinfo command
//
// 309 9/30/98 3:42p Markd
// put in bulletproofing for start thread functions
//
// 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
//
// 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
//
// 299 9/24/98 1:48a Markd
// Made taunts double volume
//
// 298 9/23/98 10:08p Aldie
// 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
//
// 295 9/22/98 3:27p Markd
// Took out old variable
//
// 294 9/22/98 3:21p Markd
// put in parentmode lockout for blood and gibs
//
// 293 9/22/98 2:42p Aldie
// Fixed health ticking below 100 when over 100 in prethink
//
// 292 9/22/98 12:14p Aldie
// Added sentientFrozen and exit consoles when you take pain.
//
// 291 9/21/98 1:34a Aldie
// Only do obits in deathmatch
//
// 290 9/20/98 5:11p Aldie
// Fixed a crash with the "give" command
//
// 289 9/19/98 4:47p Markd
// fixed music stuff and added actionincrement to weapons
//
// 288 9/18/98 10:58p Jimdose
// Added spawnactor and actorinfo
//
// 287 9/17/98 8:02p Jimdose
// Removed blending for underwater
//
// 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
// 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
//
// 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
//
// 167 7/17/98 4:01p Markd
// 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
//
// 163 7/15/98 12:00a Markd
// 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();
// don't call RestoreEnt when respawning on a training level
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 );
#ifdef SIN_ARCADE
if ( deathmatch->value )
{
FreeInventory();
}
#else
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
gi.WriteByte( svc_stufftext );
gi.WriteString( "playerdead" );
gi.unicast( edict, true );
#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");
}
// moved to before the deadflag being set to prevent a definate game crash
if ( flags & ( FL_MUTANT|FL_SP_MUTANT ) )
{
Human( NULL );
}
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;
}
// not used, so don't set to save net bandwidth
#if 0
// All ammo types
for( i = 0; i < NUM_AMMO_TYPES; i++ )
{
Ammo *ammo;
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;
}
}
#endif
//
// 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 ) );
}