VM 0-17-00
Server-side
This commit is contained in:
Victor Chow 2001-11-11 07:24:27 +00:00
parent 4371354291
commit c24d952d34
6 changed files with 56 additions and 96 deletions

View file

@ -1915,6 +1915,9 @@ static void PM_BeginWeaponChange( int weapon ) {
pm->ps->stats[STAT_RQ3] &= ~RQ3_LOCKRELOADS;
pm->ps->stats[STAT_RQ3] &= ~RQ3_QUEUERELOAD;
// Elder: cancel burst shots
pm->ps->stats[STAT_BURST] = 0;
pm->ps->weaponstate = WEAPON_DROPPING;
//Elder: temp hack
@ -2284,6 +2287,15 @@ static void PM_Reload( void )
}
// insert stage 1 sound events here; check against the reload time
// Special handcannon shell ejection hack
if ( pm->ps->weapon == WP_HANDCANNON &&
!(pm->ps->stats[STAT_RQ3] & RQ3_RELOADWEAPON1) &&
pm->ps->stats[STAT_RELOADTIME] < 1400 )
{
pm->ps->stats[STAT_RQ3] |= RQ3_RELOADWEAPON1;
PM_AddEvent(EV_RELOAD_WEAPON1);
}
// finished reload
if (pm->ps->stats[STAT_RELOADTIME] <= 0)
@ -2343,12 +2355,12 @@ static void PM_Reload( void )
PM_StartWeaponAnim(WP_ANIM_EXTRA1);
//PM_StartWeaponAnim(WP_ANIM_RELOAD);
}
if (pm->ps->stats[STAT_CLIPS] > 0)
{
//Com_Printf("Sending event from continuous fast-reloads\n");
PM_AddEvent(EV_RELOAD_WEAPON2);
PM_AddEvent(EV_RELOAD_WEAPON1);
//PM_AddEvent(EV_RELOAD_WEAPON0);
}
else
{
@ -2400,6 +2412,7 @@ static void PM_Reload( void )
//Com_Printf("Finished reload\n");
pm->ps->stats[STAT_RELOADTIME] = 0;
pm->ps->stats[STAT_RELOADATTEMPTS] = 0;
pm->ps->stats[STAT_RQ3] &= ~RQ3_RELOADWEAPON1;
pm->ps->weaponstate = WEAPON_READY;
//}
@ -2481,7 +2494,7 @@ static void PM_Weapon( void ) {
{
pm->ps->stats[STAT_BURST] = 0;
}
else if ((pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->stats[STAT_BURST])
else if ( (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->stats[STAT_BURST] )
{
pm->cmd.buttons &= ~BUTTON_ATTACK;
}
@ -2543,11 +2556,13 @@ static void PM_Weapon( void ) {
// can't change if weapon is firing, but can change
// again if lowering or raising
// Elder: modified so that a dropweapon command is high precedence
//if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) {
if ( pm->ps->weaponTime <= 0 &&
!(pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_STALL)) {
if ( (pm->ps->stats[STAT_RQ3] & RQ3_THROWWEAPON) || (pm->ps->weaponTime <= 0 &&
!(pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_STALL))) {
if ( pm->ps->weapon != pm->cmd.weapon ) {
//Elder TODO: if switching weapons, fire off the grenade "instantly"
//Elder: if switching weapons, fire off the grenade "instantly"
if ( pm->ps->weapon == WP_GRENADE && pm->ps->weaponstate == WEAPON_COCKED) {
pm->ps->weaponstate = WEAPON_FIRING;
pm->cmd.buttons &= ~BUTTON_ATTACK;
@ -2654,9 +2669,9 @@ static void PM_Weapon( void ) {
if ( pm->ps->weapon == WP_GRENADE )
{
pm->ps->weaponTime = 0;
// put it in the "cocked" position
// put it in the "cocked" position and play the pin-pull animation
pm->ps->weaponstate = WEAPON_COCKED;
PM_StartWeaponAnim(WP_ANIM_EXTRA1);
PM_ContinueWeaponAnim(WP_ANIM_EXTRA1);
return;
}
// Elder: stall the thrown knife action

View file

@ -498,6 +498,7 @@ typedef enum {
#define RQ3_FASTRELOADS 64 // Fast-reloads flag
#define RQ3_LOCKRELOADS 128 // Lock-reloads at end of fast-reload cycle
#define RQ3_QUEUERELOAD 256 // auto-reload if set
#define RQ3_RELOADWEAPON1 512 // flag off EV_RELOAD_WEAPON1 event so no dupes occur
// player_state->persistant[] indexes

View file

@ -11,6 +11,7 @@
//Elder: moved kick to g_weapon.c where it belongs
/*
===============
G_DamageFeedback
@ -741,10 +742,10 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
case EV_RELOAD_WEAPON0:
ReloadWeapon ( ent, 0 );
break;
*/
case EV_RELOAD_WEAPON1:
ReloadWeapon ( ent, 1 );
break;
*/
case EV_RELOAD_WEAPON2:
ReloadWeapon ( ent, 2 );
break;
@ -754,14 +755,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
//ent->client->zoomed=0;
break;
/* case EV_ZOOM:
if(ent->client->zoomed==3)
ent->client->zoomed=0;
else
ent->client->zoomed++;
G_Printf("zoomlevel = %d\n",ent->client->zoomed);
break;
*/
case EV_USE_ITEM1: // teleporter
// drop flags in CTF
item = NULL;
@ -921,7 +914,7 @@ int ThrowWeapon( gentity_t *ent, qboolean forceThrow )
//weaponTime > 0 or weaponState == weapon_dropping? Or both?
//Still firing
if (!forceThrow)
if ( (ucmd->buttons & BUTTON_ATTACK) == BUTTON_ATTACK || client->ps.weaponTime > 0)
if ( (ucmd->buttons & BUTTON_ATTACK) || client->ps.weaponTime > 0)
return 0;
//Elder: Bandaging case -- handled in cgame
@ -930,7 +923,8 @@ int ThrowWeapon( gentity_t *ent, qboolean forceThrow )
//trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
//return;
//}
//Elder: remove zoom bits
Cmd_Unzoom(ent);
weap = 0;
if (client->uniqueWeapons > 0)
@ -1183,69 +1177,19 @@ void ClientThink_real( gentity_t *ent ) {
// check for the hit-scan gauntlet, don't let the action
// go through as an attack unless it actually hits something
//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 );
// }
// 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 );
}
*/
if ( ent->flags & FL_FORCE_GESTURE ) {
ent->flags &= ~FL_FORCE_GESTURE;
ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
}
//**************Elder: moved to bg_pmove.c (PM_Weapon)************//
//Elder: New 3rb Code
//force fire button down if STAT_BURST is < proper amount
//Otherwise release the button
/*
if ( (client->ps.weapon == WP_M4 &&
(client->ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE) ||
(client->ps.weapon == WP_MP5 &&
(client->ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE))
{
int weaponNum = client->ps.weapon;
if (client->ps.ammo[weaponNum] == 0)
{
client->ps.stats[STAT_BURST] = 0;
}
else if (ucmd->buttons & BUTTON_ATTACK)// && client->ps.stats[STAT_BURST] > 0)
{
if ( client->ps.stats[STAT_BURST] >= 0 && client->ps.stats[STAT_BURST] < 3)
ucmd->buttons |= BUTTON_ATTACK;
else
ucmd->buttons &= ~BUTTON_ATTACK;
}
else if (client->ps.stats[STAT_BURST] > 2)
{
client->ps.stats[STAT_BURST] = 0;
client->ps.weaponTime += 300;
}
//Don't need?
else if (client->ps.stats[STAT_BURST] > 0)
ucmd->buttons |= BUTTON_ATTACK;
}
//Elder: New semi-auto code
if ( client->ps.weapon == WP_PISTOL &&
(client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE)
{
if (client->ps.ammo[WP_PISTOL] == 0)
{
client->ps.stats[STAT_BURST] = 0;
}
else if ((ucmd->buttons & BUTTON_ATTACK) && client->ps.stats[STAT_BURST])
{
ucmd->buttons &= ~BUTTON_ATTACK;
}
else if (client->ps.stats[STAT_BURST])
{
client->ps.weaponTime += 200;
client->ps.stats[STAT_BURST] = 0;
}
}
*/
//Elder: 3rb Code moved to bg_pmove.c (resides in PM_Weapon)
#ifdef MISSIONPACK
// check for invulnerability expansion before doing the Pmove
@ -1327,7 +1271,7 @@ void ClientThink_real( gentity_t *ent ) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
}
else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
SendPendingPredictableEvents( &ent->client->ps );

View file

@ -2355,19 +2355,10 @@ void Cmd_DropWeapon_f( gentity_t *ent ) {
if (ent->client->ps.pm_type == PM_SPECTATOR)
return;
//Elder: added -- checked in cgame
//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;
//}
//else
//{
//Elder: remove zoom bits
Cmd_Unzoom(ent);
//Throwing away return here
ThrowWeapon( ent, qfalse );
//}
//Elder: remove zoom bits
//Cmd_Unzoom(ent);
//Throwing away return value here; high precedence weapon drop
ThrowWeapon( ent, qtrue );
}
/*

View file

@ -132,6 +132,7 @@ static cvarTable_t gameCvarTable[] = {
{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
// Elder: slow down to 300?
{ &g_speed, "g_speed", "320", 0, 0, qtrue },
{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
@ -490,7 +491,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
// make sure we have flags for CTF, etc
if( g_gametype.integer >= GT_TEAM ) {
G_CheckTeamItems();
G_CheckTeamItems();
}
//Elder: spawn unique items.
@ -502,7 +503,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
if ( trap_Cvar_VariableIntegerValue( "sv_floodprotect" ) != 0 )
{
trap_Cvar_Set( "sv_floodprotect", "0" );
G_Printf("sv_floodprotect shut off for RQ3 Beta 1.\n");
G_Printf("sv_floodprotect shut off for RQ3 Release 1.\n");
}
SaveRegisteredItems();

View file

@ -2405,9 +2405,17 @@ Handles server-side management of numclips
void ReloadWeapon ( gentity_t *ent, int stage )
{
if (stage == 2)
if (stage == 1 && (ent->client->ps.weapon == WP_SSG3000 ||
ent->client->ps.weapon == WP_M3) )
{
G_Printf("Hit server-side reload\n");
G_Printf("Hit server-side reload stage 1\n");
if ( ent->client->ps.weapon == WP_M3 )
ent->client->numClips[WP_HANDCANNON] = ent->client->numClips[WP_M3];
ent->client->numClips[ent->client->ps.weapon]--;
}
else if (stage == 2)
{
G_Printf("Hit server-side reload stage 2\n");
ent->client->numClips[ent->client->ps.weapon]--;
// remove an extra clip if using HC or Akimbos
if (ent->client->ps.weapon == WP_HANDCANNON ||