2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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/*
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===============
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G_DamageFeedback
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Called just before a snapshot is sent to the given player.
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Totals up all damage and generates both the player_state_t
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damage values to that client for pain blends and kicks, and
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global pain sound events for all clients.
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===============
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*/
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void P_DamageFeedback( gentity_t *player ) {
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gclient_t *client;
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float count;
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vec3_t angles;
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client = player->client;
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if ( client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// total points of damage shot at the player this frame
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count = client->damage_blood + client->damage_armor;
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if ( count == 0 ) {
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return; // didn't take any damage
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}
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if ( count > 255 ) {
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count = 255;
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}
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// send the information to the client
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// world damage (falling, slime, etc) uses a special code
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// to make the blend blob centered instead of positional
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if ( client->damage_fromWorld ) {
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client->ps.damagePitch = 255;
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client->ps.damageYaw = 255;
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client->damage_fromWorld = qfalse;
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} else {
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vectoangles( client->damage_from, angles );
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client->ps.damagePitch = angles[PITCH]/360.0 * 256;
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client->ps.damageYaw = angles[YAW]/360.0 * 256;
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}
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2017-11-22 07:40:20 +00:00
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// play an appropriate pain sound
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2005-08-26 17:39:27 +00:00
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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client->ps.damageEvent++;
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}
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client->ps.damageCount = count;
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//
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// clear totals
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//
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_knockback = 0;
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}
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/*
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=============
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P_WorldEffects
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Check for lava / slime contents and drowning
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=============
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*/
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void P_WorldEffects( gentity_t *ent ) {
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qboolean envirosuit;
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int waterlevel;
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if ( ent->client->noclip ) {
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ent->client->airOutTime = level.time + 12000; // don't need air
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return;
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}
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waterlevel = ent->waterlevel;
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envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
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//
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// check for drowning
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//
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if ( waterlevel == 3 ) {
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// envirosuit give air
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if ( envirosuit ) {
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ent->client->airOutTime = level.time + 10000;
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}
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// if out of air, start drowning
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if ( ent->client->airOutTime < level.time) {
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// drown!
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ent->client->airOutTime += 1000;
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if ( ent->health > 0 ) {
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// take more damage the longer underwater
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ent->damage += 2;
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if (ent->damage > 15)
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ent->damage = 15;
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// don't play a normal pain sound
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ent->pain_debounce_time = level.time + 200;
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G_Damage (ent, NULL, NULL, NULL, NULL,
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ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
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}
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}
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} else {
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ent->client->airOutTime = level.time + 12000;
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ent->damage = 2;
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}
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//
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// check for sizzle damage (move to pmove?)
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//
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if (waterlevel &&
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(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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if (ent->health > 0
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&& ent->pain_debounce_time <= level.time ) {
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if ( envirosuit ) {
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G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
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} else {
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if (ent->watertype & CONTENTS_LAVA) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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30*waterlevel, 0, MOD_LAVA);
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}
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if (ent->watertype & CONTENTS_SLIME) {
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G_Damage (ent, NULL, NULL, NULL, NULL,
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10*waterlevel, 0, MOD_SLIME);
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}
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}
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}
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}
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}
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/*
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===============
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G_SetClientSound
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===============
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*/
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void G_SetClientSound( gentity_t *ent ) {
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#ifdef MISSIONPACK
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if( ent->s.eFlags & EF_TICKING ) {
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ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
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}
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else
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#endif
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if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
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ent->client->ps.loopSound = level.snd_fry;
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} else {
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ent->client->ps.loopSound = 0;
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}
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}
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//==============================================================
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/*
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==============
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ClientImpacts
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==============
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*/
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void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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int i, j;
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trace_t trace;
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gentity_t *other;
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memset( &trace, 0, sizeof( trace ) );
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for (i=0 ; i<pm->numtouch ; i++) {
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for (j=0 ; j<i ; j++) {
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if (pm->touchents[j] == pm->touchents[i] ) {
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break;
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}
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}
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if (j != i) {
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continue; // duplicated
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}
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other = &g_entities[ pm->touchents[i] ];
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, other, &trace );
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}
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if ( !other->touch ) {
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continue;
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}
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other->touch( other, ent, &trace );
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}
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}
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/*
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============
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G_TouchTriggers
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Find all trigger entities that ent's current position touches.
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Spectators will only interact with teleporters.
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============
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*/
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void G_TouchTriggers( gentity_t *ent ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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trace_t trace;
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vec3_t mins, maxs;
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static vec3_t range = { 40, 40, 52 };
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if ( !ent->client ) {
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return;
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}
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// dead clients don't activate triggers!
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if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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VectorSubtract( ent->client->ps.origin, range, mins );
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VectorAdd( ent->client->ps.origin, range, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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// can't use ent->absmin, because that has a one unit pad
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VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
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VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
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for ( i=0 ; i<num ; i++ ) {
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hit = &g_entities[touch[i]];
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if ( !hit->touch && !ent->touch ) {
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continue;
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}
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if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
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continue;
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}
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// ignore most entities if a spectator
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if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
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if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
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// this is ugly but adding a new ET_? type will
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// most likely cause network incompatibilities
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hit->touch != Touch_DoorTrigger) {
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continue;
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}
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}
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2017-11-22 07:40:20 +00:00
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// use separate code for determining if an item is picked up
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2005-08-26 17:39:27 +00:00
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// so you don't have to actually contact its bounding box
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if ( hit->s.eType == ET_ITEM ) {
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if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
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continue;
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}
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} else {
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if ( !trap_EntityContact( mins, maxs, hit ) ) {
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continue;
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}
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}
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memset( &trace, 0, sizeof(trace) );
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if ( hit->touch ) {
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hit->touch (hit, ent, &trace);
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}
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if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
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ent->touch( ent, hit, &trace );
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}
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}
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// if we didn't touch a jump pad this pmove frame
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if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
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ent->client->ps.jumppad_frame = 0;
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ent->client->ps.jumppad_ent = 0;
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}
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}
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/*
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=================
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SpectatorThink
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=================
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*/
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void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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pmove_t pm;
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gclient_t *client;
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client = ent->client;
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if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
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2017-06-25 01:04:27 +00:00
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if ( client->noclip ) {
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client->ps.pm_type = PM_NOCLIP;
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} else {
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client->ps.pm_type = PM_SPECTATOR;
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}
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2005-08-26 17:39:27 +00:00
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client->ps.speed = 400; // faster than normal
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// set up for pmove
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memset (&pm, 0, sizeof(pm));
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pm.ps = &client->ps;
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pm.cmd = *ucmd;
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pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
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pm.trace = trap_Trace;
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pm.pointcontents = trap_PointContents;
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// perform a pmove
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Pmove (&pm);
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// save results of pmove
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VectorCopy( client->ps.origin, ent->s.origin );
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G_TouchTriggers( ent );
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trap_UnlinkEntity( ent );
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}
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client->oldbuttons = client->buttons;
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client->buttons = ucmd->buttons;
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// attack button cycles through spectators
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if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
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Cmd_FollowCycle_f( ent, 1 );
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}
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}
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/*
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=================
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ClientInactivityTimer
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Returns qfalse if the client is dropped
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=================
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*/
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qboolean ClientInactivityTimer( gclient_t *client ) {
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if ( ! g_inactivity.integer ) {
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// give everyone some time, so if the operator sets g_inactivity during
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// gameplay, everyone isn't kicked
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client->inactivityTime = level.time + 60 * 1000;
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client->inactivityWarning = qfalse;
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} else if ( client->pers.cmd.forwardmove ||
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client->pers.cmd.rightmove ||
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client->pers.cmd.upmove ||
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(client->pers.cmd.buttons & BUTTON_ATTACK) ) {
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client->inactivityTime = level.time + g_inactivity.integer * 1000;
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client->inactivityWarning = qfalse;
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} else if ( !client->pers.localClient ) {
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if ( level.time > client->inactivityTime ) {
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trap_DropClient( client - level.clients, "Dropped due to inactivity" );
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return qfalse;
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}
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if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
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client->inactivityWarning = qtrue;
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trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
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}
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}
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return qtrue;
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}
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/*
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|
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|
==================
|
|
|
|
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;
|
|
|
|
|
|
|
|
// 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 < client->ps.stats[STAT_MAX_HEALTH]) {
|
|
|
|
ent->health += 15;
|
|
|
|
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
|
|
|
|
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
|
|
|
|
}
|
|
|
|
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
|
|
|
|
} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
|
|
|
|
ent->health += 5;
|
|
|
|
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
|
|
|
|
ent->health = 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 > client->ps.stats[STAT_MAX_HEALTH] ) {
|
|
|
|
ent->health--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// count down armor when over max
|
|
|
|
if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
|
|
|
|
client->ps.stats[STAT_ARMOR]--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#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};
|
2011-03-05 19:20:37 +00:00
|
|
|
int weapCount = ARRAY_LEN( weapList );
|
2005-08-26 17:39:27 +00:00
|
|
|
//
|
|
|
|
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 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;
|
|
|
|
}
|
|
|
|
if ( event == EV_FALL_FAR ) {
|
|
|
|
damage = 10;
|
|
|
|
} else {
|
|
|
|
damage = 5;
|
|
|
|
}
|
|
|
|
ent->pain_debounce_time = level.time + 200; // no normal pain sound
|
|
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_FIRE_WEAPON:
|
|
|
|
FireWeapon( ent );
|
|
|
|
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
|
2009-11-03 13:28:52 +00:00
|
|
|
SelectSpawnPoint( ent->client->ps.origin, origin, angles, qfalse );
|
2005-08-26 17:39:27 +00:00
|
|
|
TeleportPlayer( ent, origin, angles );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_USE_ITEM2: // medkit
|
|
|
|
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void BotTestSolid(vec3_t origin);
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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;
|
|
|
|
|
|
|
|
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" );
|
|
|
|
}
|
|
|
|
|
|
|
|
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");
|
2017-08-19 06:28:49 +00:00
|
|
|
trap_Cvar_Update(&pmove_msec);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
else if (pmove_msec.integer > 33) {
|
|
|
|
trap_Cvar_Set("pmove_msec", "33");
|
2017-08-19 06:28:49 +00:00
|
|
|
trap_Cvar_Update(&pmove_msec);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
client->ps.speed = g_speed.value;
|
|
|
|
|
|
|
|
#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
|
|
|
|
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
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
#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
|
|
|
|
|
|
|
|
// 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 {
|
|
|
|
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
|
|
|
|
}
|
|
|
|
SendPendingPredictableEvents( &ent->client->ps );
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
// 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 &&
|
|
|
|
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
ClientRespawn( ent );
|
2005-08-26 17:39:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// pressing attack or use is the normal respawn method
|
|
|
|
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
ClientRespawn( ent );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// perform once-a-second actions
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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;
|
|
|
|
|
|
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
|
|
SpectatorClientEndFrame( ent );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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 ) {
|
2012-02-06 21:28:40 +00:00
|
|
|
ent->client->ps.eFlags |= EF_CONNECTION;
|
2005-08-26 17:39:27 +00:00
|
|
|
} else {
|
2012-02-06 21:28:40 +00:00
|
|
|
ent->client->ps.eFlags &= ~EF_CONNECTION;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
|
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
SendPendingPredictableEvents( &ent->client->ps );
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|