reaction/reaction/game/g_active.c

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// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
//Elder: got rid of these
//extern float s_quadFactor;
//extern vec3_t forward, right, up;
//extern vec3_t muzzle;
//extern void Cmd_OpenDoor( gentity_t * );
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//Elder: moved kick to g_weapon.c where it belongs
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/*
===============
G_DamageFeedback
Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player ) {
// gentity_t *tent;
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gclient_t *client;
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float count, side;
vec3_t angles, v;
vec3_t forward, right, up;
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client = player->client;
if ( client->ps.pm_type == PM_DEAD ) {
return;
}
// total points of damage shot at the player this frame
//if (client->damage_blood > 0)
//G_Printf("(%i) Damage_blood: %i\n", player->s.clientNum, client->damage_blood);
//if (client->damage_knockback > 0)
//G_Printf("(%i) Damage_knockback: %i\n", player->s.clientNum, client->damage_knockback);
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count = client->damage_blood + client->damage_armor;
if ( count == 0 ) {
return; // didn't take any damage
}
if ( count > 255 ) {
count = 255;
}
// send the information to the client
// world damage (falling, slime, etc) uses a special code
// to make the blend blob centered instead of positional
if ( client->damage_fromWorld ) {
client->ps.damagePitch = 255;
client->ps.damageYaw = 255;
client->damage_fromWorld = qfalse;
} else {
vectoangles( client->damage_from, angles );
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// Q3 Code
/* client->ps.damagePitch = angles[PITCH]/360.0 * 256;
client->ps.damageYaw = angles[YAW]/360.0 * 256;*/
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// new RQ3 view-kick code, needs more tweaking (the 50 needs to be replaces with that below calcuation
// from the AQ2 code.
// set aiming directions
AngleVectors (client->ps.viewangles, forward, right, up);
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VectorSubtract(client->damage_from, player->s.origin , v);
VectorNormalize(v);
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side = -DotProduct(v,forward);
client->ps.damagePitch = 50*side*0.3;
side = - DotProduct(v,right);
client->ps.damageYaw = 50*side*0.3;
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}
/* AQ2 code pasted here for reference
kick = abs(client->damage_knockback);
if (kick && player->health > 0) // kick of 0 means no view adjust at all
{
kick = kick * 100 / player->health;
if (kick < count*0.5)
kick = count*0.5;
if (kick > 50)
kick = 50;
VectorSubtract (client->damage_from, player->s.origin, v);
VectorNormalize (v);
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side = DotProduct (v, right);
client->v_dmg_roll = kick*side*0.3;
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side = -DotProduct (v, forward);
client->v_dmg_pitch = kick*side*0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
*/
/*
G_Printf("Lasthurt: %d, Head: %d, Face: %d, And-Op: %d\n",
client->lasthurt_location,
LOCATION_HEAD, LOCATION_FACE,
client->lasthurt_location & ~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) );
*/
// play an appropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
//player->pain_debounce_time = level.time + 700;
//Elder: reduced pain debounce time so we can have a few more sounds :)
player->pain_debounce_time = level.time + 250;
switch ( client->lasthurt_location &
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) ) {
//Elder: headshot sound
case LOCATION_HEAD:
case LOCATION_FACE:
if (client->lasthurt_mod == MOD_KNIFE || client->lasthurt_mod == MOD_KNIFE_THROWN)
G_AddEvent( player, EV_RQ3_SOUND, RQ3_SOUND_KNIFEDEATH);
//Elder: do nothing -- sound is handled in g_combat.c again
//tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
//Elder: takes more bandwidth but guarantees a headshot sound
//G_Sound(player, CHAN_AUTO, G_SoundIndex("sound/misc/headshot.wav"));
//G_AddEvent ( player, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
break;
/*
case LOCATION_CHEST:
case LOCATION_SHOULDER:
G_AddEvent( player, EV_PAIN, player->health );
break;
*/
default:
G_AddEvent( player, EV_PAIN, player->health );
break;
}
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client->ps.damageEvent++;
}
client->ps.damageCount = count;
// Elder: HC Smoke
/*
if (client->lasthurt_mod == MOD_HANDCANNON)
{
G_Printf("Feedback: damage_blood: %i, damage_knockback: %i\n",
client->damage_blood, client->damage_knockback);
}
*/
if (client->lasthurt_mod == MOD_HANDCANNON &&
client->damage_blood >= 120 &&
client->damage_knockback >= RQ3_HANDCANNON_KICK * 6)
{
client->ps.eFlags |= EF_HANDCANNON_SMOKED;
}
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//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
}
/*
=============
P_WorldEffects
Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects( gentity_t *ent ) {
qboolean envirosuit;
int waterlevel;
if ( ent->client->noclip ) {
ent->client->airOutTime = level.time + 12000; // don't need air
return;
}
waterlevel = ent->waterlevel;
envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
//
// check for drowning
//
if ( waterlevel == 3 ) {
// envirosuit give air
if ( envirosuit ) {
ent->client->airOutTime = level.time + 10000;
}
// if out of air, start drowning
if ( ent->client->airOutTime < level.time) {
// drown!
ent->client->airOutTime += 1000;
if ( ent->health > 0 ) {
// take more damage the longer underwater
ent->damage += 2;
if (ent->damage > 15)
ent->damage = 15;
// play a gurp sound instead of a normal pain sound
if (ent->health <= ent->damage) {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
} else if (rand()&1) {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
} else {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
}
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
} else {
ent->client->airOutTime = level.time + 12000;
ent->damage = 2;
}
//
// check for sizzle damage (move to pmove?)
//
if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
/*
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if (ent->health > 0
&& ent->pain_debounce_time <= level.time ) {
*/
// Elder: changed around a bit -- using timestamp variable
if ( ent->health > 0 && level.time > ent->timestamp)
{
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if ( envirosuit ) {
G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
} else {
if (ent->watertype & CONTENTS_LAVA) {
//G_Damage (ent, NULL, NULL, NULL, NULL,
//30*waterlevel, 0, MOD_LAVA);
G_Damage (ent, NULL, NULL, NULL, NULL,
3*waterlevel, 0, MOD_LAVA);
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}
if (ent->watertype & CONTENTS_SLIME) {
//G_Damage (ent, NULL, NULL, NULL, NULL,
//10*waterlevel, 0, MOD_SLIME);
G_Damage (ent, NULL, NULL, NULL, NULL,
waterlevel, 0, MOD_SLIME);
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}
// Elder: added
ent->timestamp = level.time + FRAMETIME;
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}
}
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent ) {
#ifdef MISSIONPACK
if( ent->s.eFlags & EF_TICKING ) {
//Elder: removed
//ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
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}
else
#endif
if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
ent->client->ps.loopSound = level.snd_fry;
} else {
ent->client->ps.loopSound = 0;
}
}
//==============================================================
/*
==============
ClientImpacts
==============
*/
void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
int i, j;
trace_t trace;
gentity_t *other;
memset( &trace, 0, sizeof( trace ) );
for (i=0 ; i<pm->numtouch ; i++) {
for (j=0 ; j<i ; j++) {
if (pm->touchents[j] == pm->touchents[i] ) {
break;
}
}
if (j != i) {
continue; // duplicated
}
other = &g_entities[ pm->touchents[i] ];
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ent->touch( ent, other, &trace );
}
if ( !other->touch ) {
continue;
}
other->touch( other, ent, &trace );
}
}
/*
============
G_TouchTriggers
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void G_TouchTriggers( gentity_t *ent ) {
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins, maxs;
static vec3_t range = { 40, 40, 52 };
if ( !ent->client ) {
return;
}
// dead clients don't activate triggers!
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
return;
}
VectorSubtract( ent->client->ps.origin, range, mins );
VectorAdd( ent->client->ps.origin, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
for ( i=0 ; i<num ; i++ ) {
hit = &g_entities[touch[i]];
if ( !hit->touch && !ent->touch ) {
continue;
}
if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
continue;
}
// ignore most entities if a spectator
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
// this is ugly but adding a new ET_? type will
// most likely cause network incompatibilities
// NiceAss: changed Touch_DoorTrigger to Touch_DoorTriggerSpectator
hit->touch != Touch_DoorTriggerSpectator) {
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continue;
}
}
// use seperate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
if ( hit->s.eType == ET_ITEM ) {
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
continue;
}
} else {
if ( !trap_EntityContact( mins, maxs, hit ) ) {
continue;
}
}
memset( &trace, 0, sizeof(trace) );
if ( hit->touch ) {
hit->touch (hit, ent, &trace);
}
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ent->touch( ent, hit, &trace );
}
}
// if we didn't touch a jump pad this pmove frame
if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
ent->client->ps.jumppad_frame = 0;
ent->client->ps.jumppad_ent = 0;
}
}
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
pmove_t pm;
gclient_t *client;
client = ent->client;
if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
client->ps.pm_type = PM_SPECTATOR;
client->ps.speed = 400; // faster than normal
// set up for pmove
memset (&pm, 0, sizeof(pm));
pm.ps = &client->ps;
pm.cmd = *ucmd;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
// perform a pmove
Pmove (&pm);
// save results of pmove
VectorCopy( client->ps.origin, ent->s.origin );
G_TouchTriggers( ent );
trap_UnlinkEntity( ent );
}
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
// attack button cycles through spectators
if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
Cmd_FollowCycle_f( ent, 1 );
}
}
/*
=================
ClientInactivityTimer
Returns qfalse if the client is dropped
=================
*/
qboolean ClientInactivityTimer( gclient_t *client ) {
if ( ! g_inactivity.integer ) {
// give everyone some time, so if the operator sets g_inactivity during
// gameplay, everyone isn't kicked
client->inactivityTime = level.time + 60 * 1000;
client->inactivityWarning = qfalse;
} else if ( client->pers.cmd.forwardmove ||
client->pers.cmd.rightmove ||
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client->pers.cmd.upmove ||
(client->pers.cmd.buttons & BUTTON_ATTACK) ) {
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->inactivityWarning = qfalse;
} else if ( !client->pers.localClient ) {
if ( level.time > client->inactivityTime ) {
trap_DropClient( client - level.clients, "Dropped due to inactivity" );
return qfalse;
}
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
client->inactivityWarning = qtrue;
trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
}
}
return qtrue;
}
/*
==================
ClientTimerActions
Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec ) {
gclient_t *client;
#ifdef MISSIONPACK
int maxHealth;
#endif
client = ent->client;
client->timeResidual += msec;
while ( client->timeResidual >= 1000 ) {
client->timeResidual -= 1000;
// else if(ent->client->isbleeding)
// ent->client->isbleeding = qfalse;
// regenerate
#ifdef MISSIONPACK
if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2;
}
else if ( client->ps.powerups[PW_REGEN] ) {
maxHealth = client->ps.stats[STAT_MAX_HEALTH];
}
else {
maxHealth = 0;
}
if( maxHealth ) {
if ( ent->health < maxHealth ) {
ent->health += 15;
if ( ent->health > maxHealth * 1.1 ) {
ent->health = maxHealth * 1.1;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
} else if ( ent->health < maxHealth * 2) {
ent->health += 5;
if ( ent->health > maxHealth * 2 ) {
ent->health = maxHealth * 2;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
}
#else
if ( client->ps.powerups[PW_REGEN] ) {
if ( ent->health < 100) { //max health 100 client->ps.stats[STAT_MAX_HEALTH]) {
ent->health += 15;
if ( ent->health > 110) { //max health is 100x1.1 client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
ent->health = 110; //max health is 100x1.1 client->ps.stats[STAT_MAX_HEALTH] * 1.1;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
} else if ( ent->health < 200 ) { //max health is 200 in this case client->ps.stats[STAT_MAX_HEALTH] * 2) {
ent->health += 5;
if ( ent->health > 200) { // max health is 200 client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
ent->health = 200; //max health is 200 client->ps.stats[STAT_MAX_HEALTH] * 2;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
}
#endif
} else {
// count down health when over max
if ( ent->health > 100 ) { //max is 100 client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health--;
}
}
// count down armor when over max
if ( client->ps.stats[STAT_ARMOR] > 100) {// max is 100 client->ps.stats[STAT_MAX_HEALTH] ) {
client->ps.stats[STAT_ARMOR]--;
}
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//Blaze: Do bandaging stuff
if (ent->client->bleedtick > 1)
{
//G_Printf("Bleedtick (%d) getting lowered by one (%d)\n", ent->client->bleedtick, client->timeResidual);
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ent->client->bleedtick--;
}
else if (ent->client->bleedtick == 1)
{
ent->client->bleed_remain = 0;
ent->client->bleeding = 0;
ent->client->bleedtick = 0;
ent->client->bleedBandageCount = 0;
//Elder: remove bandage work
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
//Elder: moved from somewhere - err, g_cmds.c I think
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_LEGDAMAGE;
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// ent->client->ps.weaponstate = WEAPON_RAISING;
// ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE;
}
}
#ifdef MISSIONPACK
if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
int w, max, inc, t, i;
int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN};
int weapCount = sizeof(weapList) / sizeof(int);
//
for (i = 0; i < weapCount; i++) {
w = weapList[i];
switch(w) {
case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break;
case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break;
case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break;
case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break;
case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break;
case WP_RAILGUN: max = 10; inc = 1; t = 1750; break;
case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break;
case WP_BFG: max = 10; inc = 1; t = 4000; break;
case WP_NAILGUN: max = 10; inc = 1; t = 1250; break;
case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break;
case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break;
default: max = 0; inc = 0; t = 1000; break;
}
client->ammoTimes[w] += msec;
if ( client->ps.ammo[w] >= max ) {
client->ammoTimes[w] = 0;
}
if ( client->ammoTimes[w] >= t ) {
while ( client->ammoTimes[w] >= t )
client->ammoTimes[w] -= t;
client->ps.ammo[w] += inc;
if ( client->ps.ammo[w] > max ) {
client->ps.ammo[w] = max;
}
}
}
}
#endif
}
/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client ) {
client->ps.eFlags &= ~EF_TALK;
client->ps.eFlags &= ~EF_FIRING;
// the level will exit when everyone wants to or after timeouts
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = client->pers.cmd.buttons;
if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
// this used to be an ^1 but once a player says ready, it should stick
client->readyToExit = 1;
}
}
/*
================
ClientEvents
Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
int i, j;
int event;
gclient_t *client;
int damage;
vec3_t dir;
vec3_t origin, angles;
// qboolean fired;
gitem_t *item;
gentity_t *drop;
client = ent->client;
if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
}
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
switch ( event ) {
case EV_FALL_MEDIUM:
case EV_FALL_FAR:
if ( ent->s.eType != ET_PLAYER ) {
break; // not in the player model
}
if ( g_dmflags.integer & DF_NO_FALLING ) {
break;
}
damage = ent->client->ps.stats[STAT_FALLDAMAGE];
VectorSet (dir, 0, 0, 1);
ent->pain_debounce_time = level.time + 200; // no normal pain sound
//Elder: added so we can trigger AQ2 pain blends
ent->client->ps.damageEvent++;
ent->client->ps.damageCount += damage;
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if (ent->client->lasthurt_mod != 0)
{
G_Damage (ent, &g_entities[ent->client->lasthurt_client], &g_entities[ent->client->lasthurt_client], NULL, NULL, damage, 0, MOD_FALLING);
}
else
{
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
}
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break;
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case EV_FALL_FAR_NOSOUND:
if ( ent->s.eType != ET_PLAYER ) {
break; // not in the player model
}
if ( g_dmflags.integer & DF_NO_FALLING ) {
break;
}
damage = ent->client->ps.stats[STAT_FALLDAMAGE];
VectorSet (dir, 0, 0, 1);
ent->pain_debounce_time = level.time + 200; // no normal pain sound
//Elder: added so we can trigger AQ2 pain blends
ent->client->ps.damageEvent++;
ent->client->ps.damageCount += damage;
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if (ent->client->lasthurt_mod != 0)
{
G_Damage (ent, &g_entities[ent->client->lasthurt_client], &g_entities[ent->client->lasthurt_client], NULL, NULL, damage, 0, MOD_FALLING);
}
else
{
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
}
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break;
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case EV_FIRE_WEAPON:
FireWeapon( ent );
break;
/*
case EV_RELOAD_WEAPON0:
ReloadWeapon ( ent, 0 );
break;
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*/
case EV_RELOAD_WEAPON1:
ReloadWeapon ( ent, 1 );
break;
case EV_RELOAD_WEAPON2:
ReloadWeapon ( ent, 2 );
break;
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case EV_CHANGE_WEAPON:
//Elder: not a good place to put stuff
//ent->client->zoomed=0;
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break;
case EV_USE_ITEM1: // teleporter
// drop flags in CTF
item = NULL;
j = 0;
if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
item = BG_FindItemForPowerup( PW_REDFLAG );
j = PW_REDFLAG;
} else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
item = BG_FindItemForPowerup( PW_BLUEFLAG );
j = PW_BLUEFLAG;
} else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) {
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
j = PW_NEUTRALFLAG;
}
if ( item ) {
drop = Drop_Item( ent, item, 0 );
// decide how many seconds it has left
drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
if ( drop->count < 1 ) {
drop->count = 1;
}
ent->client->ps.powerups[ j ] = 0;
}
#ifdef MISSIONPACK
if ( g_gametype.integer == GT_HARVESTER ) {
if ( ent->client->ps.generic1 > 0 ) {
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
item = BG_FindItem( "Blue Cube" );
} else {
item = BG_FindItem( "Red Cube" );
}
if ( item ) {
for ( j = 0; j < ent->client->ps.generic1; j++ ) {
drop = Drop_Item( ent, item, 0 );
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
drop->spawnflags = TEAM_BLUE;
} else {
drop->spawnflags = TEAM_RED;
}
}
}
ent->client->ps.generic1 = 0;
}
}
#endif
SelectSpawnPoint( ent->client->ps.origin, origin, angles );
TeleportPlayer( ent, origin, angles );
break;
case EV_USE_ITEM2: // medkit
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ent->health = 125; //ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
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break;
#ifdef MISSIONPACK
case EV_USE_ITEM3: // kamikaze
// make sure the invulnerability is off
ent->client->invulnerabilityTime = 0;
// start the kamikze
G_StartKamikaze( ent );
break;
case EV_USE_ITEM4: // portal
if( ent->client->portalID ) {
DropPortalSource( ent );
}
else {
DropPortalDestination( ent );
}
break;
case EV_USE_ITEM5: // invulnerability
ent->client->invulnerabilityTime = level.time + 10000;
break;
#endif
default:
break;
}
}
}
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#ifdef MISSIONPACK
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/*
==============
StuckInOtherClient
==============
*/
static int StuckInOtherClient(gentity_t *ent) {
int i;
gentity_t *ent2;
ent2 = &g_entities[0];
for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
if ( ent2 == ent ) {
continue;
}
if ( !ent2->inuse ) {
continue;
}
if ( !ent2->client ) {
continue;
}
if ( ent2->health <= 0 ) {
continue;
}
//
if (ent2->r.absmin[0] > ent->r.absmax[0])
continue;
if (ent2->r.absmin[1] > ent->r.absmax[1])
continue;
if (ent2->r.absmin[2] > ent->r.absmax[2])
continue;
if (ent2->r.absmax[0] < ent->r.absmin[0])
continue;
if (ent2->r.absmax[1] < ent->r.absmin[1])
continue;
if (ent2->r.absmax[2] < ent->r.absmin[2])
continue;
return qtrue;
}
return qfalse;
}
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#endif
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void BotTestSolid(vec3_t origin);
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/*
=============
ThrowWeapon
XRAY FMJ
Returns the number of the weapon thrown
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=============
*/
int ThrowWeapon( gentity_t *ent, qboolean forceThrow )
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{
gclient_t *client;
usercmd_t *ucmd;
gitem_t *xr_item;
gentity_t *xr_drop;
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// byte i;
// int amount;
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int weap;
client = ent->client;
ucmd = &ent->client->pers.cmd;
//if( client->ps.weapon == WP_KNIFE || client->ps.weapon == WP_PISTOL || client->ps.weapon == WP_GRENADE || ( ucmd->buttons & BUTTON_ATTACK ))
// return;
//Elder: TODO: have to add a reloading case:
//weaponTime > 0 or weaponState == weapon_dropping? Or both?
//Still firing
if (!forceThrow)
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if ( (ucmd->buttons & BUTTON_ATTACK) || client->ps.weaponTime > 0)
return 0;
//Elder: Bandaging case -- handled in cgame
//else if (client->isBandaging) {
//if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
//trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
//return;
//}
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//Elder: remove zoom bits
Cmd_Unzoom(ent);
weap = 0;
if (client->uniqueWeapons > 0)
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{
if (client->ps.weapon == WP_AKIMBO ||
client->ps.weapon == WP_PISTOL ||
client->ps.weapon == WP_GRENADE ||
client->ps.weapon == WP_KNIFE ||
client->ps.weapon == WP_NONE) // shouldn't have to worry about NONE, but just in case
{
weap = client->ps.stats[STAT_WEAPONS];
if ((client->ps.stats[STAT_WEAPONS] & (1 << WP_M4) ) == (1 << WP_M4))
weap = WP_M4;
if ((client->ps.stats[STAT_WEAPONS] & (1 << WP_M3) ) == (1 << WP_M3))
weap = WP_M3;
if ((client->ps.stats[STAT_WEAPONS] & (1 << WP_MP5) ) == (1 << WP_MP5))
weap = WP_MP5;
if ((client->ps.stats[STAT_WEAPONS] & (1 << WP_HANDCANNON) ) == (1 << WP_HANDCANNON))
weap = WP_HANDCANNON;
if ((client->ps.stats[STAT_WEAPONS] & (1 << WP_SSG3000) ) == (1 << WP_SSG3000))
weap = WP_SSG3000;
if (weap == 0 )
return 0;
}
else
{
weap = client->ps.weapon;
}
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xr_item = BG_FindItemForWeapon( weap );
//Elder: Send a server command instead of force-setting
//client->ps.weapon = WP_PISTOL;
//Elder: Don't reset the weapon ammo
//client->ps.ammo[ weap ] = 0;
client->pers.hadUniqueWeapon[weap] = qtrue;
//Elder: for immediate weapon drops
if (client->ps.weapon == weap)
{
client->ps.stats[STAT_RQ3] |= RQ3_THROWWEAPON;
trap_SendServerCommand( ent-g_entities, va("selectpistol"));
}
client->weaponCount[weap]--;
if (client->weaponCount[weap] == 0)
client->ps.stats[STAT_WEAPONS] &= ~( 1 << weap);
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xr_drop= dropWeapon( ent, xr_item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM );
xr_drop->count= -1; // XRAY FMJ 0 is already taken, -1 means no ammo
client->uniqueWeapons--;
}
return weap;
}
/*
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==============
ThrowItem
Used to toss an item much like weapons except a bit leaner
You can throw items ANY time (firing, bandaging, etc.)
=============
*/
void ThrowItem( gentity_t *ent )
{
gclient_t *client;
gitem_t *xr_item;
gentity_t *xr_drop;
int item;
client = ent->client;
//itemonTime > 0 or itemonState == itemon_dropping? Or both?
//item = 0;
if (client->uniqueItems > 0)
{
item = bg_itemlist[client->ps.stats[STAT_HOLDABLE_ITEM]].giTag;
xr_item = BG_FindItemForHoldable( item );
client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
//Elder: Just going to re-use the dropWeapon function
xr_drop= dropWeapon( ent, xr_item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM );
xr_drop->count= -1; // XRAY FMJ 0 is already taken, -1 means no ammo
client->uniqueItems--;
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}
}
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/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps ) {
gentity_t *t;
int event, seq;
int extEvent, number;
// if there are still events pending
if ( ps->entityEventSequence < ps->eventSequence ) {
// create a temporary entity for this event which is sent to everyone
// except the client who generated the event
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
// set external event to zero before calling BG_PlayerStateToEntityState
extEvent = ps->externalEvent;
ps->externalEvent = 0;
// create temporary entity for event
t = G_TempEntity( ps->origin, event );
number = t->s.number;
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
t->s.number = number;
t->s.eType = ET_EVENTS + event;
t->s.eFlags |= EF_PLAYER_EVENT;
t->s.otherEntityNum = ps->clientNum;
// send to everyone except the client who generated the event
t->r.svFlags |= SVF_NOTSINGLECLIENT;
t->r.singleClient = ps->clientNum;
// set back external event
ps->externalEvent = extEvent;
}
}
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/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent ) {
gclient_t *client;
pmove_t pm;
int oldEventSequence;
int msec;
usercmd_t *ucmd;
int bJumping = 0;
client = ent->client;
// don't think if the client is not yet connected (and thus not yet spawned in)
if (client->pers.connected != CON_CONNECTED) {
return;
}
// mark the time, so the connection sprite can be removed
ucmd = &ent->client->pers.cmd;
// sanity check the command time to prevent speedup cheating
if ( ucmd->serverTime > level.time + 200 ) {
ucmd->serverTime = level.time + 200;
// G_Printf("serverTime <<<<<\n" );
}
if ( ucmd->serverTime < level.time - 1000 ) {
ucmd->serverTime = level.time - 1000;
// G_Printf("serverTime >>>>>\n" );
}
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msec = ucmd->serverTime - client->ps.commandTime;
// following others may result in bad times, but we still want
// to check for follow toggles
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
return;
}
if ( msec > 200 ) {
msec = 200;
}
if ( pmove_msec.integer < 8 ) {
trap_Cvar_Set("pmove_msec", "8");
}
else if (pmove_msec.integer > 33) {
trap_Cvar_Set("pmove_msec", "33");
}
if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
//if (ucmd->serverTime - client->ps.commandTime <= 0)
// return;
}
//
// check for exiting intermission
//
if ( level.intermissiontime ) {
ClientIntermissionThink( client );
return;
}
// spectators don't do much
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
return;
}
SpectatorThink( ent, ucmd );
return;
}
// check for inactivity timer, but never drop the local client of a non-dedicated server
if ( !ClientInactivityTimer( client ) ) {
return;
}
// clear the rewards if time
if ( level.time > client->rewardTime ) {
client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
}
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
} else {
client->ps.pm_type = PM_NORMAL;
}
client->ps.gravity = g_gravity.value;
// set speed
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client->ps.speed = g_speed.value;
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#ifdef MISSIONPACK
if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
client->ps.speed *= 1.5;
}
else
#endif
if ( client->ps.powerups[PW_HASTE] ) {
client->ps.speed *= 1.3;
}
// Let go of the hook if we aren't firing
//Blaze: No Hook in reaction
/*
if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
Weapon_HookFree(client->hook);
}
*/
// set up for pmove
oldEventSequence = client->ps.eventSequence;
memset (&pm, 0, sizeof(pm));
// check for the hit-scan gauntlet, don't let the action
// go through as an attack unless it actually hits something
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// Blaze: no need for the gauntlet check
/*
if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
pm.gauntletHit = CheckGauntletAttack( ent );
}
*/
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if ( ent->flags & FL_FORCE_GESTURE ) {
ent->flags &= ~FL_FORCE_GESTURE;
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
}
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//Elder: 3rb Code moved to bg_pmove.c (resides in PM_Weapon)
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#ifdef MISSIONPACK
// check for invulnerability expansion before doing the Pmove
if (client->ps.powerups[PW_INVULNERABILITY] ) {
if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
vec3_t mins = { -42, -42, -42 };
vec3_t maxs = { 42, 42, 42 };
vec3_t oldmins, oldmaxs;
VectorCopy (ent->r.mins, oldmins);
VectorCopy (ent->r.maxs, oldmaxs);
// expand
VectorCopy (mins, ent->r.mins);
VectorCopy (maxs, ent->r.maxs);
trap_LinkEntity(ent);
// check if this would get anyone stuck in this player
if ( !StuckInOtherClient(ent) ) {
// set flag so the expanded size will be set in PM_CheckDuck
client->ps.pm_flags |= PMF_INVULEXPAND;
}
// set back
VectorCopy (oldmins, ent->r.mins);
VectorCopy (oldmaxs, ent->r.maxs);
trap_LinkEntity(ent);
}
}
#endif
pm.ps = &client->ps;
pm.cmd = *ucmd;
if ( pm.ps->pm_type == PM_DEAD ) {
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
}
else if ( ent->r.svFlags & SVF_BOT ) {
pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
}
else {
pm.tracemask = MASK_PLAYERSOLID;
}
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
pm.debugLevel = g_debugMove.integer;
pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
pm.pmove_msec = pmove_msec.integer;
VectorCopy( client->ps.origin, client->oldOrigin );
#ifdef MISSIONPACK
if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
if ( level.time - level.intermissionQueued >= 1000 ) {
pm.cmd.buttons = 0;
pm.cmd.forwardmove = 0;
pm.cmd.rightmove = 0;
pm.cmd.upmove = 0;
if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
trap_SendConsoleCommand( EXEC_APPEND, "centerview\n");
}
ent->client->ps.pm_type = PM_SPINTERMISSION;
}
}
Pmove (&pm);
#else
Pmove (&pm);
#endif
if ( (pm.cmd.upmove > 10 ) &&
(pm.waterlevel == 0) &&
ent->s.groundEntityNum != ENTITYNUM_NONE &&
pm.ps->groundEntityNum == ENTITYNUM_NONE )
bJumping = 1;
// save results of pmove
if ( ent->client->ps.eventSequence != oldEventSequence ) {
ent->eventTime = level.time;
}
if (g_smoothClients.integer) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else {
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BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
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}
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SendPendingPredictableEvents( &ent->client->ps );
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if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
client->fireHeld = qfalse; // for grapple
}
// use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy (pm.mins, ent->r.mins);
VectorCopy (pm.maxs, ent->r.maxs);
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
// execute client events
ClientEvents( ent, oldEventSequence );
// link entity now, after any personal teleporters have been used
trap_LinkEntity (ent);
if ( !ent->client->noclip ) {
G_TouchTriggers( ent );
}
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
//test for solid areas in the AAS file
BotTestAAS(ent->r.currentOrigin);
// touch other objects
ClientImpacts( ent, &pm );
//Elder: someone added
2001-05-06 20:50:27 +00:00
if ( bJumping ) JumpKick( ent );
//Elder: added for akimbos and 3rb and sniper zoom
switch( ent->client->ps.weapon ) {
case WP_AKIMBO:
/*
if ( ent->client->weaponfireNextTime != 0 &&
level.time >= ent->client->weaponfireNextTime) {
FireWeapon( ent );
}
*/
break;
case WP_M3:
//Elder: try to do a fast reload if it's queued
if ( ent->client->ps.weaponTime < RQ3_M3_FAST_RELOAD_DELAY &&
ent->client->fastReloads &&
ent->client->reloadAttempts > 0)
{
G_Printf("(%i) ClientThink: attempting M3 fast-reload...\n", ent->s.clientNum);
Cmd_Reload( ent );
}
break;
case WP_SSG3000:
//Elder: try to do a fast reload if it's queued
if ( ent->client->ps.weaponTime < RQ3_SSG3000_FAST_RELOAD_DELAY &&
ent->client->fastReloads &&
ent->client->reloadAttempts > 0)
{
G_Printf("(%i) ClientThink: attempting SSG fast-reload...\n", ent->s.clientNum);
Cmd_Reload( ent );
}
break;
default:
break;
}
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// save results of triggers and client events
if (ent->client->ps.eventSequence != oldEventSequence) {
ent->eventTime = level.time;
}
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
// wait for the attack button to be pressed
if ( level.time > client->respawnTime ) {
// forcerespawn is to prevent users from waiting out powerups
if ( g_forcerespawn.integer > 0 &&
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( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
respawn( ent );
return;
}
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// pressing attack or use is the normal respawn method
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
respawn( ent );
}
}
return;
}
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// perform once-a-second actions
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ClientTimerActions( ent, msec );
}
/*
==================
ClientThink
A new command has arrived from the client
==================
*/
void ClientThink( int clientNum ) {
gentity_t *ent;
ent = g_entities + clientNum;
trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
// mark the time we got info, so we can display the
// phone jack if they don't get any for a while
ent->client->lastCmdTime = level.time;
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
ClientThink_real( ent );
}
}
void G_RunClient( gentity_t *ent ) {
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
return;
}
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real( ent );
}
/*
==================
SpectatorClientEndFrame
==================
*/
void SpectatorClientEndFrame( gentity_t *ent ) {
gclient_t *cl;
// if we are doing a chase cam or a remote view, grab the latest info
if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
int clientNum, flags;
clientNum = ent->client->sess.spectatorClient;
// team follow1 and team follow2 go to whatever clients are playing
if ( clientNum == -1 ) {
clientNum = level.follow1;
} else if ( clientNum == -2 ) {
clientNum = level.follow2;
}
if ( clientNum >= 0 ) {
cl = &level.clients[ clientNum ];
if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
ent->client->ps = cl->ps;
ent->client->ps.pm_flags |= PMF_FOLLOW;
ent->client->ps.eFlags = flags;
return;
} else {
// drop them to free spectators unless they are dedicated camera followers
if ( ent->client->sess.spectatorClient >= 0 ) {
ent->client->sess.spectatorState = SPECTATOR_FREE;
ClientBegin( ent->client - level.clients );
}
}
}
}
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
} else {
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
}
}
/*
==============
RQ3_ClientReloadStages
Added by Elder
Check to see if any reload events need
to occur and dispatch if necessary
This would be completely client-side
except other players need to hear the reloading
==============
*/
/* // Elder -- bad code -- and should go in pmove anyways
static void RQ3_ClientReloadStages ( gentity_t *ent )
{
gentity_t *tent;
// no events for dead people
if (ent->client->ps.pm_type == PM_DEAD)
{
ent->client->reloadStage = -1;
return;
}
if ( ent->client->ps.weaponstate == WEAPON_RELOADING &&
ent->client->ps.weaponTime > 0)
{
switch (ent->client->ps.weapon)
{
//Elder: hardcoded timing values :p
case WP_PISTOL:
if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1900 &&
ent->client->reloadStage == 1)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 2);
ent->client->reloadStage = 2;
}
else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 1500 &&
ent->client->reloadStage == 0)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
ent->client->reloadStage = 1;
}
else if (ent->client->ps.weaponTime < RQ3_PISTOL_RELOAD_DELAY - 100 &&
ent->client->reloadStage == -1)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
ent->client->reloadStage = 0;
}
break;
case WP_M3:
if ( ent->client->ps.weaponTime % RQ3_M3_RELOAD_DELAY < RQ3_M3_RELOAD_DELAY - 500 &&
ent->client->reloadStage == -1)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
ent->client->reloadStage = 0;
}
break;
case WP_M4:
if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 1600 &&
ent->client->reloadStage == 0)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 1);
ent->client->reloadStage = 1;
}
else if (ent->client->ps.weaponTime < RQ3_M4_RELOAD_DELAY - 300 &&
ent->client->reloadStage == -1)
{
tent = G_TempEntity2(ent->client->ps.origin, EV_RELOAD_WEAPON, 0);
ent->client->reloadStage = 0;
}
break;
}
if (tent)
{
tent->s.weapon = ent->client->ps.weapon;
tent->s.clientNum = ent->client->ps.clientNum;
}
}
else if (ent->client->reloadStage != -1)
{
// Reset reload stage
ent->client->reloadStage = -1;
}
}
*/
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/*
==============
ClientEndFrame
Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
int i;
clientPersistant_t *pers;
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
SpectatorClientEndFrame( ent );
return;
}
pers = &ent->client->pers;
// turn off any expired powerups
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( ent->client->ps.powerups[ i ] < level.time ) {
ent->client->ps.powerups[ i ] = 0;
}
}
#ifdef MISSIONPACK
// set powerup for player animation
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ent->client->ps.powerups[PW_GUARD] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
ent->client->ps.powerups[PW_SCOUT] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
ent->client->ps.powerups[PW_DOUBLER] = level.time;
}
if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
}
if ( ent->client->invulnerabilityTime > level.time ) {
ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
}
#endif
// save network bandwidth
#if 0
if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
// FIXME: this must change eventually for non-sync demo recording
VectorClear( ent->client->ps.viewangles );
}
#endif
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if ( level.intermissiontime ) {
return;
}
if(ent->client->bleeding)
CheckBleeding(ent); // perform once-a-second actions
// burn from lava, etc
P_WorldEffects (ent);
// apply all the damage taken this frame
P_DamageFeedback (ent);
// add the EF_CONNECTION flag if we haven't gotten commands recently
if ( level.time - ent->client->lastCmdTime > 1000 ) {
ent->s.eFlags |= EF_CONNECTION;
} else {
ent->s.eFlags &= ~EF_CONNECTION;
}
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// Begin Duffman
// Update the clips Amount in weapon for the client
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ent->client->ps.stats[STAT_CLIPS] = ent->client->numClips[ent->client->ps.weapon];
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// End Duffman
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
//Elder: bleeding notification
if (ent->client->bleeding ||
(ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) {
ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_NEED;
}
else {
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
}
//Moved to pmove.c
//Elder: M4 ride-up/kick -- condition for non-burst and ammo only
if (ent->client->consecutiveShots &&
(ent->client->ps.ammo[WP_M4] <= 0 || ent->client->ps.weaponstate != WEAPON_FIRING))
{
//Restore view after shots if not firing
ent->client->ps.delta_angles[0] = ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - ent->client->consecutiveShots * -0.7f);
ent->client->consecutiveShots = 0;
}
// Check to reset our openDoor boolean
if ( ent->client->openDoorTime &&
level.time - ent->client->openDoorTime > MAXDOORTIME )
{
ent->client->openDoor = qfalse;
ent->client->openDoorTime = 0;
}
if ( bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_LASER )
{
//Try to turn the laser on if it's off
if (ent->client->lasersight == NULL)
Laser_Gen(ent, qtrue);
}
//RQ3_ClientReloadStages(ent);
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G_SetClientSound (ent);
// set the latest infor
if (g_smoothClients.integer) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
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SendPendingPredictableEvents( &ent->client->ps );
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// set the bit for the reachability area the client is currently in
// i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
// ent->client->areabits[i >> 3] |= 1 << (i & 7);
}