mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-26 22:21:16 +00:00
Elder:
VM 0-17-00 Server-side
This commit is contained in:
parent
4371354291
commit
c24d952d34
6 changed files with 56 additions and 96 deletions
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@ -1915,6 +1915,9 @@ static void PM_BeginWeaponChange( int weapon ) {
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pm->ps->stats[STAT_RQ3] &= ~RQ3_LOCKRELOADS;
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pm->ps->stats[STAT_RQ3] &= ~RQ3_LOCKRELOADS;
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pm->ps->stats[STAT_RQ3] &= ~RQ3_QUEUERELOAD;
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pm->ps->stats[STAT_RQ3] &= ~RQ3_QUEUERELOAD;
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// Elder: cancel burst shots
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pm->ps->stats[STAT_BURST] = 0;
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pm->ps->weaponstate = WEAPON_DROPPING;
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pm->ps->weaponstate = WEAPON_DROPPING;
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//Elder: temp hack
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//Elder: temp hack
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@ -2284,6 +2287,15 @@ static void PM_Reload( void )
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}
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}
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// insert stage 1 sound events here; check against the reload time
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// insert stage 1 sound events here; check against the reload time
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// Special handcannon shell ejection hack
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if ( pm->ps->weapon == WP_HANDCANNON &&
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!(pm->ps->stats[STAT_RQ3] & RQ3_RELOADWEAPON1) &&
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pm->ps->stats[STAT_RELOADTIME] < 1400 )
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{
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pm->ps->stats[STAT_RQ3] |= RQ3_RELOADWEAPON1;
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PM_AddEvent(EV_RELOAD_WEAPON1);
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}
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// finished reload
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// finished reload
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if (pm->ps->stats[STAT_RELOADTIME] <= 0)
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if (pm->ps->stats[STAT_RELOADTIME] <= 0)
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@ -2343,12 +2355,12 @@ static void PM_Reload( void )
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PM_StartWeaponAnim(WP_ANIM_EXTRA1);
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PM_StartWeaponAnim(WP_ANIM_EXTRA1);
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//PM_StartWeaponAnim(WP_ANIM_RELOAD);
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//PM_StartWeaponAnim(WP_ANIM_RELOAD);
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}
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}
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if (pm->ps->stats[STAT_CLIPS] > 0)
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if (pm->ps->stats[STAT_CLIPS] > 0)
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{
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{
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//Com_Printf("Sending event from continuous fast-reloads\n");
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//Com_Printf("Sending event from continuous fast-reloads\n");
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PM_AddEvent(EV_RELOAD_WEAPON2);
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PM_AddEvent(EV_RELOAD_WEAPON1);
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//PM_AddEvent(EV_RELOAD_WEAPON0);
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}
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}
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else
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else
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{
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{
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@ -2400,6 +2412,7 @@ static void PM_Reload( void )
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//Com_Printf("Finished reload\n");
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//Com_Printf("Finished reload\n");
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pm->ps->stats[STAT_RELOADTIME] = 0;
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pm->ps->stats[STAT_RELOADTIME] = 0;
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pm->ps->stats[STAT_RELOADATTEMPTS] = 0;
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pm->ps->stats[STAT_RELOADATTEMPTS] = 0;
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pm->ps->stats[STAT_RQ3] &= ~RQ3_RELOADWEAPON1;
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pm->ps->weaponstate = WEAPON_READY;
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pm->ps->weaponstate = WEAPON_READY;
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//}
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//}
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@ -2481,7 +2494,7 @@ static void PM_Weapon( void ) {
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{
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{
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pm->ps->stats[STAT_BURST] = 0;
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pm->ps->stats[STAT_BURST] = 0;
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}
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}
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else if ((pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->stats[STAT_BURST])
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else if ( (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->stats[STAT_BURST] )
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{
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{
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pm->cmd.buttons &= ~BUTTON_ATTACK;
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pm->cmd.buttons &= ~BUTTON_ATTACK;
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}
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}
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@ -2543,11 +2556,13 @@ static void PM_Weapon( void ) {
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// can't change if weapon is firing, but can change
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// can't change if weapon is firing, but can change
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// again if lowering or raising
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// again if lowering or raising
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// Elder: modified so that a dropweapon command is high precedence
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//if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) {
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//if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) {
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if ( pm->ps->weaponTime <= 0 &&
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if ( (pm->ps->stats[STAT_RQ3] & RQ3_THROWWEAPON) || (pm->ps->weaponTime <= 0 &&
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!(pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_STALL)) {
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!(pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_STALL))) {
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if ( pm->ps->weapon != pm->cmd.weapon ) {
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if ( pm->ps->weapon != pm->cmd.weapon ) {
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//Elder TODO: if switching weapons, fire off the grenade "instantly"
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//Elder: if switching weapons, fire off the grenade "instantly"
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if ( pm->ps->weapon == WP_GRENADE && pm->ps->weaponstate == WEAPON_COCKED) {
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if ( pm->ps->weapon == WP_GRENADE && pm->ps->weaponstate == WEAPON_COCKED) {
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pm->ps->weaponstate = WEAPON_FIRING;
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pm->ps->weaponstate = WEAPON_FIRING;
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pm->cmd.buttons &= ~BUTTON_ATTACK;
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pm->cmd.buttons &= ~BUTTON_ATTACK;
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@ -2654,9 +2669,9 @@ static void PM_Weapon( void ) {
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if ( pm->ps->weapon == WP_GRENADE )
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if ( pm->ps->weapon == WP_GRENADE )
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{
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{
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pm->ps->weaponTime = 0;
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pm->ps->weaponTime = 0;
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// put it in the "cocked" position
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// put it in the "cocked" position and play the pin-pull animation
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pm->ps->weaponstate = WEAPON_COCKED;
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pm->ps->weaponstate = WEAPON_COCKED;
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PM_StartWeaponAnim(WP_ANIM_EXTRA1);
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PM_ContinueWeaponAnim(WP_ANIM_EXTRA1);
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return;
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return;
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}
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}
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// Elder: stall the thrown knife action
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// Elder: stall the thrown knife action
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@ -498,6 +498,7 @@ typedef enum {
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#define RQ3_FASTRELOADS 64 // Fast-reloads flag
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#define RQ3_FASTRELOADS 64 // Fast-reloads flag
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#define RQ3_LOCKRELOADS 128 // Lock-reloads at end of fast-reload cycle
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#define RQ3_LOCKRELOADS 128 // Lock-reloads at end of fast-reload cycle
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#define RQ3_QUEUERELOAD 256 // auto-reload if set
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#define RQ3_QUEUERELOAD 256 // auto-reload if set
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#define RQ3_RELOADWEAPON1 512 // flag off EV_RELOAD_WEAPON1 event so no dupes occur
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// player_state->persistant[] indexes
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// player_state->persistant[] indexes
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@ -11,6 +11,7 @@
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//Elder: moved kick to g_weapon.c where it belongs
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//Elder: moved kick to g_weapon.c where it belongs
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/*
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/*
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===============
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===============
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G_DamageFeedback
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G_DamageFeedback
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@ -741,10 +742,10 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
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case EV_RELOAD_WEAPON0:
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case EV_RELOAD_WEAPON0:
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ReloadWeapon ( ent, 0 );
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ReloadWeapon ( ent, 0 );
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break;
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break;
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*/
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case EV_RELOAD_WEAPON1:
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case EV_RELOAD_WEAPON1:
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ReloadWeapon ( ent, 1 );
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ReloadWeapon ( ent, 1 );
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break;
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break;
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*/
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case EV_RELOAD_WEAPON2:
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case EV_RELOAD_WEAPON2:
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ReloadWeapon ( ent, 2 );
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ReloadWeapon ( ent, 2 );
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break;
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break;
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@ -754,14 +755,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
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//ent->client->zoomed=0;
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//ent->client->zoomed=0;
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break;
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break;
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/* case EV_ZOOM:
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if(ent->client->zoomed==3)
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ent->client->zoomed=0;
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else
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ent->client->zoomed++;
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G_Printf("zoomlevel = %d\n",ent->client->zoomed);
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break;
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*/
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case EV_USE_ITEM1: // teleporter
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case EV_USE_ITEM1: // teleporter
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// drop flags in CTF
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// drop flags in CTF
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item = NULL;
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item = NULL;
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@ -921,7 +914,7 @@ int ThrowWeapon( gentity_t *ent, qboolean forceThrow )
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//weaponTime > 0 or weaponState == weapon_dropping? Or both?
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//weaponTime > 0 or weaponState == weapon_dropping? Or both?
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//Still firing
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//Still firing
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if (!forceThrow)
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if (!forceThrow)
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if ( (ucmd->buttons & BUTTON_ATTACK) == BUTTON_ATTACK || client->ps.weaponTime > 0)
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if ( (ucmd->buttons & BUTTON_ATTACK) || client->ps.weaponTime > 0)
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return 0;
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return 0;
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//Elder: Bandaging case -- handled in cgame
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//Elder: Bandaging case -- handled in cgame
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@ -930,7 +923,8 @@ int ThrowWeapon( gentity_t *ent, qboolean forceThrow )
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//trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
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//trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
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//return;
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//return;
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//}
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//}
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//Elder: remove zoom bits
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Cmd_Unzoom(ent);
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weap = 0;
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weap = 0;
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if (client->uniqueWeapons > 0)
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if (client->uniqueWeapons > 0)
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@ -1183,69 +1177,19 @@ void ClientThink_real( gentity_t *ent ) {
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// check for the hit-scan gauntlet, don't let the action
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// check for the hit-scan gauntlet, don't let the action
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// go through as an attack unless it actually hits something
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// go through as an attack unless it actually hits something
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//Blaze: no need for the gauntlet check
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// Blaze: no need for the gauntlet check
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// if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
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/*
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// ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
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if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
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// pm.gauntletHit = CheckGauntletAttack( ent );
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( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
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// }
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pm.gauntletHit = CheckGauntletAttack( ent );
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}
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*/
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if ( ent->flags & FL_FORCE_GESTURE ) {
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if ( ent->flags & FL_FORCE_GESTURE ) {
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ent->flags &= ~FL_FORCE_GESTURE;
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ent->flags &= ~FL_FORCE_GESTURE;
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ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
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ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
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}
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}
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//**************Elder: moved to bg_pmove.c (PM_Weapon)************//
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//Elder: 3rb Code moved to bg_pmove.c (resides in PM_Weapon)
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//Elder: New 3rb Code
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//force fire button down if STAT_BURST is < proper amount
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//Otherwise release the button
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/*
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if ( (client->ps.weapon == WP_M4 &&
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(client->ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE) ||
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(client->ps.weapon == WP_MP5 &&
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(client->ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE))
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{
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int weaponNum = client->ps.weapon;
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if (client->ps.ammo[weaponNum] == 0)
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{
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client->ps.stats[STAT_BURST] = 0;
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}
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else if (ucmd->buttons & BUTTON_ATTACK)// && client->ps.stats[STAT_BURST] > 0)
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{
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if ( client->ps.stats[STAT_BURST] >= 0 && client->ps.stats[STAT_BURST] < 3)
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ucmd->buttons |= BUTTON_ATTACK;
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else
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ucmd->buttons &= ~BUTTON_ATTACK;
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}
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else if (client->ps.stats[STAT_BURST] > 2)
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{
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client->ps.stats[STAT_BURST] = 0;
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client->ps.weaponTime += 300;
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}
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//Don't need?
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else if (client->ps.stats[STAT_BURST] > 0)
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ucmd->buttons |= BUTTON_ATTACK;
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}
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//Elder: New semi-auto code
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if ( client->ps.weapon == WP_PISTOL &&
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(client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE)
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{
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if (client->ps.ammo[WP_PISTOL] == 0)
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{
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client->ps.stats[STAT_BURST] = 0;
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}
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else if ((ucmd->buttons & BUTTON_ATTACK) && client->ps.stats[STAT_BURST])
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{
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ucmd->buttons &= ~BUTTON_ATTACK;
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}
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else if (client->ps.stats[STAT_BURST])
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{
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client->ps.weaponTime += 200;
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client->ps.stats[STAT_BURST] = 0;
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}
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}
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*/
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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// check for invulnerability expansion before doing the Pmove
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// check for invulnerability expansion before doing the Pmove
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@ -1327,7 +1271,7 @@ void ClientThink_real( gentity_t *ent ) {
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BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
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BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
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}
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}
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else {
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else {
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BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
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BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
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}
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}
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SendPendingPredictableEvents( &ent->client->ps );
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SendPendingPredictableEvents( &ent->client->ps );
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@ -2355,19 +2355,10 @@ void Cmd_DropWeapon_f( gentity_t *ent ) {
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if (ent->client->ps.pm_type == PM_SPECTATOR)
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if (ent->client->ps.pm_type == PM_SPECTATOR)
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return;
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return;
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//Elder: added -- checked in cgame
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//Elder: remove zoom bits
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//if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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//Cmd_Unzoom(ent);
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//{
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//Throwing away return value here; high precedence weapon drop
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//trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging!\n\""));
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ThrowWeapon( ent, qtrue );
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//return;
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//}
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//else
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//{
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//Elder: remove zoom bits
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Cmd_Unzoom(ent);
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//Throwing away return here
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ThrowWeapon( ent, qfalse );
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//}
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}
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}
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/*
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/*
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@ -132,6 +132,7 @@ static cvarTable_t gameCvarTable[] = {
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{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
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{ &g_dedicated, "dedicated", "0", 0, 0, qfalse },
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// Elder: slow down to 300?
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{ &g_speed, "g_speed", "320", 0, 0, qtrue },
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{ &g_speed, "g_speed", "320", 0, 0, qtrue },
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{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
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{ &g_gravity, "g_gravity", "800", 0, 0, qtrue },
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{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
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{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
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@ -490,7 +491,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
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// make sure we have flags for CTF, etc
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// make sure we have flags for CTF, etc
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if( g_gametype.integer >= GT_TEAM ) {
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if( g_gametype.integer >= GT_TEAM ) {
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G_CheckTeamItems();
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G_CheckTeamItems();
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}
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}
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//Elder: spawn unique items.
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//Elder: spawn unique items.
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@ -502,7 +503,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
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if ( trap_Cvar_VariableIntegerValue( "sv_floodprotect" ) != 0 )
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if ( trap_Cvar_VariableIntegerValue( "sv_floodprotect" ) != 0 )
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{
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{
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trap_Cvar_Set( "sv_floodprotect", "0" );
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trap_Cvar_Set( "sv_floodprotect", "0" );
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G_Printf("sv_floodprotect shut off for RQ3 Beta 1.\n");
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G_Printf("sv_floodprotect shut off for RQ3 Release 1.\n");
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}
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}
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SaveRegisteredItems();
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SaveRegisteredItems();
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@ -2405,9 +2405,17 @@ Handles server-side management of numclips
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void ReloadWeapon ( gentity_t *ent, int stage )
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void ReloadWeapon ( gentity_t *ent, int stage )
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{
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{
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if (stage == 2)
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if (stage == 1 && (ent->client->ps.weapon == WP_SSG3000 ||
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ent->client->ps.weapon == WP_M3) )
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{
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{
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G_Printf("Hit server-side reload\n");
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G_Printf("Hit server-side reload stage 1\n");
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||||||
|
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]--;
|
ent->client->numClips[ent->client->ps.weapon]--;
|
||||||
// remove an extra clip if using HC or Akimbos
|
// remove an extra clip if using HC or Akimbos
|
||||||
if (ent->client->ps.weapon == WP_HANDCANNON ||
|
if (ent->client->ps.weapon == WP_HANDCANNON ||
|
||||||
|
|
Loading…
Reference in a new issue