mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 00:40:34 +00:00
2327 lines
60 KiB
C
2327 lines
60 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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extern void SP_misc_ammo_station( gentity_t *ent );
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extern void ammo_station_finish_spawning ( gentity_t *self );
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/*
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==============
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TryUse
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==============
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*/
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#define USE_DISTANCE 64.0f
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/**
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* Try and use an entity in the world, directly ahead of us
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*/
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static void TryUse( gentity_t *ent )
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{
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gentity_t *target;
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trace_t trace;
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vec3_t src, dest, vf;
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clientSession_t *sess;
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if(!ent || !ent->client) return;
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sess = &ent->client->sess;
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VectorCopy( ent->r.currentOrigin, src );
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src[2] += ent->client->ps.viewheight * ent->client->pers.pms_height; //TiM - include height offset for tall players
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AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
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//extend to find end of use trace
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VectorMA( src, -6, vf, src );//in case we're inside something?
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VectorMA( src, 134, vf, dest );//128+6
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//Trace ahead to find a valid target
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trap_Trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, MASK_OPAQUE|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );
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if ( trace.fraction == 1.0f || trace.entityNum < 0 )
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{
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//FIXME: Play a failure sound
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return;
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}
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target = &g_entities[trace.entityNum];
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//Check for a use command
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if ( target && target->use && Q_stricmp("func_usable", target->classname) == 0 )
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{//usable brush
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if ( target->team && atoi( target->team ) != 0 )
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{//usable has a team
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if ( atoi( target->team ) != sess->sessionTeam )
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{//not on my team
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//TiM - return
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return;
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}
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}
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//FIXME: play sound?
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target->use( target, ent, ent );
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#ifdef G_LUA
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if(target->luaUse)
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LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities);
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#endif
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return;
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}
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else if ( target && target->use && Q_stricmp("misc_ammo_station", target->classname) == 0 )
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{//ammo station
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if ( sess->sessionTeam )
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{
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if ( target->team )
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{
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if ( atoi( target->team ) != sess->sessionTeam )
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{
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//FIXME: play sound?
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return;
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}
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}
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}
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target->use( target, ent, ent );
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#ifdef G_LUA
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if(target->luaUse)
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LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities);
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#endif
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return;
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}
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else if ( (target && target->s.number == ENTITYNUM_WORLD) || (target->s.pos.trType == TR_STATIONARY && !(trace.surfaceFlags & SURF_NOIMPACT) && !target->takedamage) )
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{
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return;
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}
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//FIXME: Play a failure sound
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}
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/*
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===============
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P_DamageFeedback
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===============
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*/
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/**
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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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static 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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playerState_t *ps;
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client = player->client;
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ps = &client->ps;
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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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ps->damagePitch = 255;
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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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ps->damagePitch = angles[PITCH]/360.0 * 256;
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ps->damageYaw = angles[YAW]/360.0 * 256;
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}
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// play an apropriate pain sound
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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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ps->damageEvent++;
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}
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ps->damageCount = client->damage_blood;
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if (ps->damageCount > 255)
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{
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ps->damageCount = 255;
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}
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ps->damageShieldCount = client->damage_armor;
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if (ps->damageShieldCount > 255)
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{
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ps->damageShieldCount = 255;
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}
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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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=============
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*/
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/**
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* Check for lava / slime contents and drowning
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*/
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static void P_WorldEffects( gentity_t *ent ) {
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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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//
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// check for drowning
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//
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if ( waterlevel == 3 && !(ent->watertype&CONTENTS_LADDER)) {
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// envirosuit give air, techs can't drown
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if ( g_classData[ent->client->sess.sessionClass].isMarine) {
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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 > 1 ) { //TiM : used to be 0, but to fix red's medic code
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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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// play a gurp sound instead of a normal pain sound
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if (ent->health <= ent->damage) {
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G_Sound(ent, G_SoundIndex("*drown.wav"));
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} else if (rand()&1) {
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G_Sound(ent, G_SoundIndex("sound/player/gurp1.wav"));
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} else {
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G_Sound(ent, G_SoundIndex("sound/player/gurp2.wav"));
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}
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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 (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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G_SetClientSound
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===============
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*/
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static void G_SetClientSound( gentity_t *ent )
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{ // 3/28/00 kef -- this is dumb.
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if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
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ent->s.loopSound = level.snd_fry;
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else
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ent->s.loopSound = 0;
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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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static 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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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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playerState_t *ps;
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if ( !ent || !ent->client ) {
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return;
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}
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ps = &ent->client->ps;
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// dead clients don't activate triggers!
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if ( ps->stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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VectorSubtract( ps->origin, range, mins );
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VectorAdd( 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( ps->origin, ent->r.mins, mins );
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VectorAdd( 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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#ifdef G_LUA
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if(hit->luaTouch)
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{
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LuaHook_G_EntityTouch(hit->luaTouch, hit->s.number, ent->s.number);
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}
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#endif
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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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{
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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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if ( hit->s.eType != ET_TELEPORT_TRIGGER && hit->touch != G_Mover_TouchDoorTrigger)
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{
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continue;
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}
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}
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// use seperate code for determining if an item is picked up
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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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}
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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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static 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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client->ps.pm_type = PM_SPECTATOR;
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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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else if ( ( client->buttons & BUTTON_ALT_ATTACK ) && ! ( client->oldbuttons & BUTTON_ALT_ATTACK ) )
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{
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if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
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StopFollowing( ent );
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}
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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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=================
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*/
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/**
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* Returns qfalse if the client is dropped
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*/
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static qboolean ClientInactivityTimer( gclient_t *client )
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{
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usercmd_t *cmd = &client->pers.cmd;
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if ( ! g_inactivity.integer )
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{
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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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}
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else if ( cmd->forwardmove ||
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cmd->rightmove ||
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cmd->upmove ||
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(cmd->buttons & BUTTON_ATTACK) ||
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(cmd->buttons & BUTTON_ALT_ATTACK) )
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{
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client->inactivityTime = level.time + g_inactivity.integer * 1000;
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client->inactivityWarning = qfalse;
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}
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else if ( !client->pers.localClient )
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{
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if ( level.time > client->inactivityTime )
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{
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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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{
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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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TimedMessage
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RPG-X - RedTechie: Returns the message requested.
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If the message is blank go to next. (Based off of SFEFMOD)
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TiM: Huh... O_o. Damn Red, you're right. If the admin
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puts in values, but not in a consistent consecutive order,
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we'll get some mighty painful errors. >.<
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I guess what we really need is a for loop that goes
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thru, and checks to see if each and every CVAR has a value
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currently in it....
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==================
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*/
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list_iter_p iterTimedMessages;
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/**
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* \author Ubergames
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*/
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static char *TimedMessage( void ){
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char* message;
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container_p c;
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if(!level.timedMessages->length) {
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return "^1RPG-X ERROR: No messages to display";
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}
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if(iterTimedMessages == NULL) {
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iterTimedMessages = level.timedMessages->iterator(level.timedMessages, LIST_FRONT);
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if(iterTimedMessages == NULL) { // something went wrong
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return "^1RPG-X ERROR: No messages to display";
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}
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}
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c = level.timedMessages->cycl_next(iterTimedMessages);
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message = c->data;
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return message;
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}
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/*
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==================
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ClientTimerActions
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==================
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*/
|
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/**
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* Actions that happen once a second
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*/
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static void ClientTimerActions( gentity_t *ent, int msec ) {
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gclient_t *client;
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char *message;
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float messageTime;
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client = ent->client;
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client->timeResidual += msec;
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if( rpg_timedmessagetime.value ){
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//Make sure its not less then one //TiM: Well... we can have under 1, just not toooo far under 1
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if(rpg_timedmessagetime.value < 0.2) { //1
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messageTime = 0.2;
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}else{
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messageTime = rpg_timedmessagetime.value;
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}
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if (level.time > (level.message + (messageTime * 60000)) ) {
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level.message = level.time;
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|
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//TiM - There. So with this working in conjunction with that reset
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//code above, this should be more efficient. :)
|
|
message = TimedMessage(); //Since we're working with a gloabl scope variable, there's no need for this thing to have parameters:)
|
|
|
|
//Alright send the message now
|
|
if ( message != NULL ) {
|
|
trap_SendServerCommand( -1, va("cp \"%s\n\"", message) ); //Shows the message on their main screen
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
while ( client->timeResidual >= 1000 ) {
|
|
client->timeResidual -= 1000;
|
|
|
|
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] )
|
|
{
|
|
ent->health--;
|
|
}
|
|
|
|
// NOW IT ONCE AGAIN counts down armor when over max, once per second
|
|
if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH]) {
|
|
client->ps.stats[STAT_ARMOR]--;
|
|
}
|
|
|
|
if ( !client->ps.stats[STAT_HOLDABLE_ITEM] )
|
|
{//holding nothing...
|
|
if ( client->ps.stats[STAT_USEABLE_PLACED] > 0 )
|
|
{//we're in some kind of countdown
|
|
//so count down
|
|
client->ps.stats[STAT_USEABLE_PLACED]--;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
ClientIntermissionThink
|
|
====================
|
|
*/
|
|
static 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 (g_gametype.integer != GT_SINGLE_PLAYER)
|
|
{
|
|
if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
|
|
client->readyToExit = (qboolean)(!client->readyToExit);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
typedef struct detHit_s
|
|
{
|
|
gentity_t *detpack;
|
|
gentity_t *player;
|
|
int time;
|
|
} detHit_t;
|
|
|
|
#define MAX_DETHITS 32 // never define this to be 0
|
|
|
|
static detHit_t detHits[MAX_DETHITS];
|
|
static qboolean bDetInit = qfalse;
|
|
|
|
extern qboolean FinishSpawningDetpack( gentity_t *ent, int itemIndex );
|
|
//-----------------------------------------------------------------------------DECOY TEMP
|
|
extern qboolean FinishSpawningDecoy( gentity_t *ent, int itemIndex );
|
|
//-----------------------------------------------------------------------------DECOY TEMP
|
|
void DetonateDetpack(gentity_t *ent);
|
|
|
|
#define DETPACK_DAMAGE 750
|
|
#define DETPACK_RADIUS 500
|
|
|
|
/**
|
|
* The detpack has been shot
|
|
*/
|
|
void detpack_shot( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
|
|
{
|
|
int i = 0;
|
|
gentity_t *ent = NULL;
|
|
|
|
//so we can't be blown up by things we're blowing up
|
|
self->takedamage = qfalse;
|
|
|
|
G_TempEntity(self->s.origin, EV_GRENADE_EXPLODE);
|
|
G_RadiusDamage( self->s.origin, self->parent?self->parent:self, DETPACK_DAMAGE*0.125, DETPACK_RADIUS*0.25,
|
|
self, DAMAGE_ALL_TEAMS, MOD_DETPACK );
|
|
// we're blowing up cuz we've been shot, so make sure we remove ourselves
|
|
//from our parent's inventory (so to speak)
|
|
for (i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if (((ent = &g_entities[i])!=NULL) && ent->inuse && (self->parent == ent))
|
|
{
|
|
ent->client->ps.stats[STAT_USEABLE_PLACED] = 0;
|
|
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
|
|
break;
|
|
}
|
|
}
|
|
G_FreeEntity(self);
|
|
}
|
|
|
|
/**
|
|
* Place the detpack
|
|
*/
|
|
static qboolean PlaceDetpack(gentity_t *ent)
|
|
{
|
|
gentity_t *detpack = NULL;
|
|
static gitem_t *detpackItem = NULL;
|
|
float detDistance = 80;
|
|
trace_t tr;
|
|
vec3_t fwd, right, up, end, mins = {-16,-16,-16}, maxs = {16,16,16};
|
|
playerState_t *ps = &ent->client->ps;
|
|
|
|
if (detpackItem == NULL)
|
|
{
|
|
detpackItem = BG_FindItemForHoldable(HI_DETPACK);
|
|
}
|
|
|
|
// make sure our detHit info is init'd
|
|
if (!bDetInit)
|
|
{
|
|
memset(detHits, 0, MAX_DETHITS*sizeof(detHit_t));
|
|
bDetInit = qtrue;
|
|
}
|
|
|
|
// can we place this in front of us?
|
|
AngleVectors (ps->viewangles, fwd, right, up);
|
|
fwd[2] = 0;
|
|
VectorMA(ps->origin, detDistance, fwd, end);
|
|
trap_Trace (&tr, ps->origin, mins, maxs, end, ent->s.number, MASK_SHOT );
|
|
if (tr.fraction > 0.9)
|
|
{
|
|
// got enough room so place the detpack
|
|
detpack = G_Spawn();
|
|
G_SpawnItem(detpack, detpackItem);
|
|
detpack->physicsBounce = 0.0f;//detpacks are *not* bouncy
|
|
VectorMA(ps->origin, detDistance + mins[0], fwd, detpack->s.origin);
|
|
if ( !FinishSpawningDetpack(detpack, detpackItem - bg_itemlist) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
VectorNegate(fwd, fwd);
|
|
vectoangles(fwd, detpack->s.angles);
|
|
detpack->think = DetonateDetpack;
|
|
detpack->nextthink = level.time + 120000; // if not used after 2 minutes it blows up anyway
|
|
detpack->parent = ent;
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
// no room
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Was a player hit by a detpack.
|
|
*/
|
|
static qboolean PlayerHitByDet(gentity_t *det, gentity_t *player)
|
|
{
|
|
int i = 0;
|
|
|
|
if (!bDetInit)
|
|
{
|
|
// detHit stuff not initialized. who knows what's going on?
|
|
return qfalse;
|
|
}
|
|
for (i = 0; i < MAX_DETHITS; i++)
|
|
{
|
|
if ( (detHits[i].detpack == det) && (detHits[i].player == player) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/**
|
|
* Addes a player to the detpack hits
|
|
*/
|
|
static void AddPlayerToDetHits(gentity_t *det, gentity_t *player)
|
|
{
|
|
int i = 0;
|
|
detHit_t *lastHit = NULL, *curHit = NULL;
|
|
|
|
for (i = 0; i < MAX_DETHITS; i++)
|
|
{
|
|
if (0 == detHits[i].time)
|
|
{
|
|
// empty slot. add our player here.
|
|
detHits[i].detpack = det;
|
|
detHits[i].player = player;
|
|
detHits[i].time = level.time;
|
|
}
|
|
lastHit = &detHits[i];
|
|
}
|
|
// getting here means we've filled our list of detHits, so begin recycling them, starting with the oldest hit.
|
|
curHit = &detHits[0];
|
|
while (lastHit->time < curHit->time)
|
|
{
|
|
lastHit = curHit;
|
|
curHit++;
|
|
// just a safety check here
|
|
if (curHit == &detHits[0])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
curHit->detpack = det;
|
|
curHit->player = player;
|
|
curHit->time = level.time;
|
|
}
|
|
|
|
/**
|
|
* Clear the hits for this detpack
|
|
*/
|
|
static void ClearThisDetpacksHits(gentity_t *det)
|
|
{
|
|
int i = 0;
|
|
|
|
for (i = 0; i < MAX_DETHITS; i++)
|
|
{
|
|
if (detHits[i].detpack == det)
|
|
{
|
|
detHits[i].player = NULL;
|
|
detHits[i].detpack = NULL;
|
|
detHits[i].time = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void DetpackBlammoThink(gentity_t *ent)
|
|
{
|
|
int i = 0, lifetime = 3000; // how long (in msec) the shockwave lasts
|
|
int knockback = 400;
|
|
float curBlastRadius = 50.0*ent->count, radius = 0;
|
|
vec3_t vTemp;
|
|
trace_t tr;
|
|
gentity_t *pl = NULL;
|
|
|
|
if (ent->count++ > (lifetime*0.01))
|
|
{
|
|
ClearThisDetpacksHits(ent);
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
// get a list of players within the blast radius at this time.
|
|
// only hit the ones we can see from the center of the explosion.
|
|
for (i=0; i<MAX_CLIENTS; i++)
|
|
{
|
|
if ( g_entities[i].client && g_entities[i].takedamage)
|
|
{
|
|
pl = &g_entities[i];
|
|
VectorSubtract(pl->s.pos.trBase, ent->s.origin, vTemp);
|
|
radius = VectorNormalize(vTemp);
|
|
if ( (radius <= curBlastRadius) && !PlayerHitByDet(ent, pl) )
|
|
{
|
|
// within the proper radius. do we have LOS to the player?
|
|
trap_Trace (&tr, ent->s.origin, NULL, NULL, pl->s.pos.trBase, ent->s.number, MASK_SHOT );
|
|
if (tr.entityNum == i)
|
|
{
|
|
// oh yeah. you're gettin' hit.
|
|
AddPlayerToDetHits(ent, pl);
|
|
VectorMA(pl->client->ps.velocity, knockback, vTemp, pl->client->ps.velocity);
|
|
// make sure the player goes up some
|
|
if (pl->client->ps.velocity[2] < 100)
|
|
{
|
|
pl->client->ps.velocity[2] = 100;
|
|
}
|
|
if ( !pl->client->ps.pm_time )
|
|
{
|
|
int t;
|
|
|
|
t = knockback * 2;
|
|
if ( t < 50 ) {
|
|
t = 50;
|
|
}
|
|
if ( t > 200 ) {
|
|
t = 200;
|
|
}
|
|
pl->client->ps.pm_time = t;
|
|
pl->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
/**
|
|
* Detonate a detpack
|
|
*/
|
|
void DetonateDetpack(gentity_t *ent)
|
|
{
|
|
// find all detpacks. the one whose parent is ent...blow up
|
|
gentity_t *detpack = NULL;
|
|
char *classname = BG_FindClassnameForHoldable(HI_DETPACK);
|
|
|
|
if (!classname)
|
|
{
|
|
return;
|
|
}
|
|
while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL)
|
|
{
|
|
if (detpack->parent == ent)
|
|
{
|
|
// found it. BLAMMO!
|
|
// play explosion sound to all clients
|
|
gentity_t *te = NULL;
|
|
|
|
te = G_TempEntity( detpack->s.pos.trBase, EV_GLOBAL_SOUND );
|
|
te->s.eventParm = G_SoundIndex( "sound/weapons/explosions/detpakexplode.wav" );//cgs.media.detpackExplodeSound
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
|
|
//so we can't be blown up by things we're blowing up
|
|
detpack->takedamage = qfalse;
|
|
|
|
G_AddEvent(detpack, EV_DETPACK, 0);
|
|
G_RadiusDamage( detpack->s.origin, detpack->parent, DETPACK_DAMAGE, DETPACK_RADIUS,
|
|
detpack, DAMAGE_HALF_NOTLOS|DAMAGE_ALL_TEAMS, MOD_DETPACK );
|
|
// just turn the model invisible and let the entity think for a bit to deliver a shockwave
|
|
//G_FreeEntity(detpack);
|
|
detpack->classname = NULL;
|
|
detpack->s.modelindex = 0;
|
|
detpack->think = DetpackBlammoThink;
|
|
detpack->count = 1;
|
|
detpack->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
else if (detpack == ent) // if detpack == ent, we're blowing up this detpack cuz it's been sitting too long
|
|
{
|
|
detpack_shot(detpack, NULL, NULL, 0, 0);
|
|
return;
|
|
}
|
|
}
|
|
// hmm. couldn't find it.
|
|
detpack = NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#define SHIELD_HEALTH 250
|
|
#define SHIELD_HEALTH_DEC 10 // 25 seconds
|
|
#define MAX_SHIELD_HEIGHT 1022 //254
|
|
#define MAX_SHIELD_HALFWIDTH 1023 //255
|
|
#define SHIELD_HALFTHICKNESS 4
|
|
#define SHIELD_PLACEDIST 64
|
|
|
|
|
|
static qhandle_t shieldAttachSound=0;
|
|
static qhandle_t shieldActivateSound=0;
|
|
static qhandle_t shieldDamageSound=0;
|
|
//RPG-X: - RedTechie Added shild ZAPZPZAAAAAAppPPP sound!
|
|
static qhandle_t shieldMurderSound=0;
|
|
static qhandle_t shieldDeactivateSound=0;
|
|
|
|
void G_Active_ShieldRemove(gentity_t *self)
|
|
{
|
|
self->think = G_FreeEntity;
|
|
self->nextthink = level.time + 300;
|
|
|
|
self->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
|
|
// Play raising sound...
|
|
G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
/**
|
|
* The think function of a forcefield
|
|
* Does not do much anymore, once, counted down the health of a forcefield and removed
|
|
* it when healt got equal or below zero.
|
|
*/
|
|
void ShieldThink(gentity_t *self)
|
|
{
|
|
self->s.eFlags &= ~(EF_ITEMPLACEHOLDER | EF_NODRAW);
|
|
self->nextthink = 0;
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* The shield was damaged to below zero health.
|
|
*/
|
|
void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
|
|
{
|
|
// Play damaging sound...
|
|
G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
|
|
|
|
G_Active_ShieldRemove(self);
|
|
}
|
|
|
|
|
|
/**
|
|
* The shield had damage done to it. Make it flicker.
|
|
*/
|
|
void ShieldPain(gentity_t *self, gentity_t *attacker, int damage)
|
|
{
|
|
// Set the itemplaceholder flag to indicate the the shield drawing that the shield pain should be drawn.
|
|
self->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
self->think = ShieldThink;
|
|
self->nextthink = level.time + 400;
|
|
|
|
// Play damaging sound...
|
|
G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
/**
|
|
* Try to turn the shield back on after a delay.
|
|
*/
|
|
void ShieldGoSolid(gentity_t *self)
|
|
{
|
|
trace_t tr;
|
|
|
|
if (self->health <= 0)
|
|
{
|
|
G_Active_ShieldRemove(self);
|
|
return;
|
|
}
|
|
|
|
trap_Trace (&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, self->r.currentOrigin, self->s.number, CONTENTS_BODY );
|
|
if(tr.startsolid)
|
|
{ // gah, we can't activate yet
|
|
self->nextthink = level.time + 200;
|
|
self->think = ShieldGoSolid;
|
|
trap_LinkEntity(self);
|
|
}
|
|
else
|
|
{ // get hard... huh-huh...
|
|
self->r.contents = CONTENTS_SOLID;
|
|
self->s.eFlags &= ~(EF_ITEMPLACEHOLDER);
|
|
self->nextthink = level.time + 1000;
|
|
self->think = ShieldThink;
|
|
self->takedamage = qtrue;//RPG-X: - RedTechie use to be qtrue //TiM - made true again. should be okay so long as the health isn't decremented
|
|
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Turn the shield off to allow a friend to pass through.
|
|
*/
|
|
//RPG-X J2J EDIT here:
|
|
void ShieldGoNotSolid(gentity_t *self)
|
|
{
|
|
// make the shield non-solid very briefly
|
|
self->r.contents = CONTENTS_NONE;
|
|
|
|
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
|
|
self->nextthink = level.time + 200;
|
|
self->think = ShieldGoSolid;
|
|
|
|
//TiM - Make the field visible
|
|
self->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
|
|
self->takedamage = qfalse;
|
|
trap_LinkEntity(self);
|
|
|
|
// Play raising sound...
|
|
G_AddEvent(self, EV_GENERAL_SOUND, shieldActivateSound);
|
|
}
|
|
|
|
|
|
/**
|
|
* Somebody (a player) has touched the shield. See if it is a "friend".
|
|
*/
|
|
void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace)
|
|
{
|
|
if ( !other || !other->client )
|
|
return;
|
|
|
|
if (IsAdmin(other) || (rpg_borgAdapt.integer && rpg_borgMoveThroughFields.integer && IsBorg(other))/*other->client->sess.sessionClass == PC_ADMIN*/ )
|
|
{
|
|
ShieldGoNotSolid(self);
|
|
}
|
|
//RPG-X:J2J Damage for shields
|
|
else
|
|
{
|
|
if ( (int)(self->s.angles[PITCH]) == 0 )
|
|
{
|
|
vec3_t dir;
|
|
|
|
//OPTIMIZE ME: If anyone can figure a quick, non hacky way to get the normal vector
|
|
//of the side of the forcefield they touch, PLEASE put it here lol. THis way works, but feels very half-assed lol
|
|
//Get the directional vector
|
|
VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir);
|
|
VectorNormalize(dir);
|
|
//depending on angle, negate the perpendicular direction (else they zap back sideways)
|
|
//and set the other as absolute
|
|
if ( self->s.angles[YAW] == 0 ) {
|
|
dir[1] = 0.0;
|
|
if ( dir[0] < 0 )
|
|
dir[0] = -1.0;
|
|
else
|
|
dir[0] = 1.0;
|
|
}
|
|
else {
|
|
dir[0] = 0.0;
|
|
if ( dir[1] < 0 )
|
|
dir[1] = -1.0;
|
|
else
|
|
dir[1] = 1.0;
|
|
}
|
|
|
|
//Invert it otherwise we'd be like, sucked into the field lol
|
|
VectorScale(dir, -1, dir);
|
|
//Un-normalize it to represent a scalar quantity
|
|
VectorScale( dir, 50, dir);
|
|
//Copy it straight to our velocity (this will mean the player will literally be thrown back)
|
|
VectorCopy( dir, other->client->ps.velocity );
|
|
other->client->ps.pm_time = 160; // hold time
|
|
other->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
|
|
other->flags |= EF_MOVER_STOP; //Attempt to not let non admins thru.
|
|
//RPG-X: RedTechie - Added code for zap sound also a cvar to control damage a non admin walks into if cvar is set to 0 disables health from being drained (happens every 1 second)
|
|
//if ( level.time >= level.message + 1000 ) {
|
|
// level.message = level.time;
|
|
G_AddEvent(self, EV_GENERAL_SOUND, shieldMurderSound);//RPG-X: RedTechie - ZAPtacular! sound to my ears
|
|
if(rpg_forcefielddamage.integer != 0){
|
|
if(rpg_forcefielddamage.integer > 999){
|
|
rpg_forcefielddamage.integer = 999;
|
|
}
|
|
other->health -= rpg_forcefielddamage.integer;
|
|
|
|
//RPG-X: RedTechie - Fixed free ent if medic revive on
|
|
if(rpg_medicsrevive.integer == 1){
|
|
if(other->health <= 1){
|
|
other->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
|
other->client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
|
other->client->ps.stats[STAT_HEALTH] = other->health = 1;
|
|
G_Client_Die (other, other, other, 1, MOD_FORCEFIELD);
|
|
}
|
|
}else{
|
|
if(other->health <= 1){
|
|
other->client->ps.stats[STAT_HEALTH] = other->health = 0;
|
|
G_Client_Die (other, other, other, 100000, MOD_FORCEFIELD);
|
|
}
|
|
}
|
|
}
|
|
|
|
//TiM: make it flicker when touched, and then throw bak the person
|
|
self->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
self->nextthink = level.time + 150;
|
|
self->think = ShieldThink;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/**
|
|
* After a short delay, create the shield by expanding in all directions.
|
|
*/
|
|
void CreateShield(gentity_t *ent)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, posTraceEnd, negTraceEnd, start;
|
|
int height, posWidth, negWidth, halfWidth = 0;
|
|
qboolean xaxis;
|
|
int paramData = 0;
|
|
|
|
// trace upward to find height of shield
|
|
VectorCopy(ent->r.currentOrigin, end);
|
|
end[2] += MAX_SHIELD_HEIGHT;
|
|
trap_Trace (&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
|
|
height = (int)(MAX_SHIELD_HEIGHT * tr.fraction);
|
|
|
|
// use angles to find the proper axis along which to align the shield
|
|
VectorCopy(ent->r.currentOrigin, posTraceEnd);
|
|
VectorCopy(ent->r.currentOrigin, negTraceEnd);
|
|
|
|
if ((int)(ent->s.angles[YAW]) == 0) // shield runs along y-axis
|
|
{
|
|
ent->s.eFlags |= EF_SHIELD_BOX_Y;
|
|
posTraceEnd[1]+=MAX_SHIELD_HALFWIDTH;
|
|
negTraceEnd[1]-=MAX_SHIELD_HALFWIDTH;
|
|
xaxis = qfalse;
|
|
}
|
|
else // shield runs along x-axis
|
|
{
|
|
ent->s.eFlags |= EF_SHIELD_BOX_X;
|
|
posTraceEnd[0]+=MAX_SHIELD_HALFWIDTH;
|
|
negTraceEnd[0]-=MAX_SHIELD_HALFWIDTH;
|
|
xaxis = qtrue;
|
|
}
|
|
|
|
// trace horizontally to find extend of shield
|
|
// positive trace
|
|
VectorCopy(ent->r.currentOrigin, start);
|
|
start[2] += (height>>1);
|
|
trap_Trace (&tr, start, 0, 0, posTraceEnd, ent->s.number, MASK_SHOT );
|
|
posWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
|
|
// negative trace
|
|
trap_Trace (&tr, start, 0, 0, negTraceEnd, ent->s.number, MASK_SHOT );
|
|
negWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
|
|
|
|
// kef -- monkey with dimensions and place origin in center
|
|
halfWidth = (posWidth + negWidth)>>1;
|
|
if (xaxis)
|
|
{
|
|
ent->r.currentOrigin[0] = ent->r.currentOrigin[0] - negWidth + halfWidth;
|
|
}
|
|
else
|
|
{
|
|
ent->r.currentOrigin[1] = ent->r.currentOrigin[1] - negWidth + halfWidth;
|
|
}
|
|
ent->r.currentOrigin[2] += (height>>1);
|
|
|
|
// set entity's mins and maxs to new values, make it solid, and link it
|
|
if (xaxis)
|
|
{
|
|
VectorSet(ent->r.mins, -halfWidth, -SHIELD_HALFTHICKNESS, -(height>>1));
|
|
VectorSet(ent->r.maxs, halfWidth, SHIELD_HALFTHICKNESS, height);
|
|
}
|
|
else
|
|
{
|
|
VectorSet(ent->r.mins, -SHIELD_HALFTHICKNESS, -halfWidth, -(height>>1));
|
|
VectorSet(ent->r.maxs, SHIELD_HALFTHICKNESS, halfWidth, height>>1);
|
|
}
|
|
ent->clipmask = MASK_SHOT;
|
|
|
|
// xaxis - 1 bit
|
|
// height - 0-254 8 bits //10
|
|
// posWidth - 0-255 8 bits //10
|
|
// negWidth - 0 - 255 8 bits
|
|
|
|
paramData = (xaxis << 30) | ((height&1023) << 20) | ((posWidth&1023) << 10) | (negWidth&1023); //24 16 8
|
|
ent->s.time2 = paramData;
|
|
|
|
if ( ent->s.otherEntityNum2 == TEAM_RED )
|
|
{
|
|
ent->team = "1";
|
|
}
|
|
else if ( ent->s.otherEntityNum2 == TEAM_BLUE )
|
|
{
|
|
ent->team = "2";
|
|
}
|
|
|
|
ent->health = ceil(SHIELD_HEALTH*g_dmgmult.value);
|
|
|
|
ent->s.time = ent->health;//???
|
|
ent->pain = ShieldPain;
|
|
ent->die = ShieldDie;
|
|
ent->touch = ShieldTouch;
|
|
|
|
ent->r.svFlags |= SVF_SHIELD_BBOX;
|
|
|
|
// see if we're valid
|
|
trap_Trace (&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, CONTENTS_BODY );
|
|
|
|
if (tr.startsolid)
|
|
{ // Something in the way!
|
|
// make the shield non-solid very briefly
|
|
ent->r.contents = CONTENTS_NONE;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
|
|
ent->nextthink = level.time + 200;
|
|
ent->think = ShieldGoSolid;
|
|
ent->takedamage = qfalse;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
else
|
|
{ // Get solid.
|
|
ent->r.contents = CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP;//CONTENTS_SOLID;
|
|
|
|
ent->nextthink = level.time + 400; //1000
|
|
ent->think = ShieldThink;
|
|
|
|
ent->takedamage = qtrue;//RPG-X: - RedTechie Use to be qtrue //TiM - made true again. should be okay so long as the health isn't decremented
|
|
trap_LinkEntity(ent);
|
|
|
|
ent->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
|
|
// Play raising sound...
|
|
G_AddEvent(ent, EV_GENERAL_SOUND, shieldActivateSound);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Place a forcefield
|
|
*/
|
|
static qboolean PlaceShield(gentity_t *playerent)
|
|
{
|
|
static const gitem_t *shieldItem = NULL;
|
|
gentity_t *shield = NULL;
|
|
trace_t tr;
|
|
vec3_t fwd, pos, dest, mins = {-16,-16, 0}, maxs = {16,16,16};
|
|
playerState_t *ps = &playerent->client->ps;
|
|
|
|
if (shieldAttachSound==0)
|
|
{
|
|
shieldAttachSound = G_SoundIndex("sound/weapons/detpacklatch.wav");
|
|
shieldActivateSound = G_SoundIndex("sound/movers/forcefield/forcefieldon.wav"); //"sound/movers/forceup.wav"
|
|
shieldDamageSound = G_SoundIndex("sound/ambience/spark5.wav");
|
|
shieldMurderSound = G_SoundIndex("sound/movers/forcefield/forcefieldtouch.wav"); //RPG-X: - RedTechie Added shild ZAP! sound //sound/world/electro.wav
|
|
shieldDeactivateSound = G_SoundIndex("sound/movers/forcefield/forcefieldoff.wav");
|
|
shieldItem = BG_FindItemForHoldable(HI_SHIELD);
|
|
}
|
|
|
|
// can we place this in front of us?
|
|
AngleVectors (ps->viewangles, fwd, NULL, NULL);
|
|
fwd[2] = 0;
|
|
VectorMA(ps->origin, SHIELD_PLACEDIST, fwd, dest);
|
|
trap_Trace (&tr, ps->origin, mins, maxs, dest, playerent->s.number, MASK_SHOT );
|
|
if (tr.fraction > 0.9)
|
|
{//room in front
|
|
VectorCopy(tr.endpos, pos);
|
|
// drop to floor
|
|
VectorSet( dest, pos[0], pos[1], pos[2] - 4096 );
|
|
trap_Trace( &tr, pos, mins, maxs, dest, playerent->s.number, MASK_SOLID );
|
|
if ( !tr.startsolid && !tr.allsolid )
|
|
{
|
|
// got enough room so place the portable shield
|
|
shield = G_Spawn();
|
|
|
|
if(!shield || !shieldItem) return qfalse;
|
|
|
|
// Figure out what direction the shield is facing.
|
|
if (fabs(fwd[0]) > fabs(fwd[1]))
|
|
{ // shield is north/south, facing east.
|
|
shield->s.angles[YAW] = 0;
|
|
}
|
|
else
|
|
{ // shield is along the east/west axis, facing north
|
|
shield->s.angles[YAW] = 90;
|
|
}
|
|
shield->think = CreateShield;
|
|
shield->nextthink = level.time + 500; // power up after .5 seconds
|
|
shield->parent = playerent;
|
|
|
|
// Set team number.
|
|
shield->s.otherEntityNum2 = playerent->client->sess.sessionTeam;
|
|
|
|
shield->s.eType = ET_USEABLE;
|
|
shield->s.modelindex = HI_SHIELD; // this'll be used in CG_Useable() for rendering.
|
|
shield->classname = shieldItem->classname;
|
|
|
|
shield->r.contents = CONTENTS_TRIGGER;
|
|
|
|
shield->touch = 0;
|
|
// using an item causes it to respawn
|
|
shield->use = 0; //Use_Item;
|
|
|
|
// allow to ride movers
|
|
shield->s.groundEntityNum = tr.entityNum;
|
|
|
|
G_SetOrigin( shield, tr.endpos );
|
|
|
|
shield->s.origin2[0] = rpg_forceFieldColor.integer;
|
|
|
|
shield->s.eFlags &= ~EF_NODRAW;
|
|
shield->r.svFlags &= ~SVF_NOCLIENT;
|
|
|
|
trap_LinkEntity (shield);
|
|
|
|
// Play placing sound...
|
|
G_AddEvent(shield, EV_GENERAL_SOUND, shieldAttachSound);
|
|
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
|
|
//-------------------------------------------------------------- DECOY ACTIVITIES
|
|
/**
|
|
* Think function for decoys, decoys are spawnchars in RPG-X
|
|
*/
|
|
void DecoyThink(gentity_t *ent)
|
|
{
|
|
ent->s.apos =(ent->parent)->s.apos; // Update Current Rotation
|
|
ent->nextthink = level.time + irandom(2000, 6000); // Next think between 2 & 8 seconds
|
|
|
|
(ent->count) --; // Count Down
|
|
if (ent->count<0) G_FreeEntity(ent); // Time To Erase The Ent
|
|
}
|
|
|
|
//TiM : I was just able to spawn 600 copies of me...
|
|
//my fps died and my PC started making weird noises
|
|
//We'd better instigate a limit to our spawning here...
|
|
//Borrowed from the tripMines
|
|
/**
|
|
* Safety function to limit ammount of decoys spawned at one time and overall.
|
|
* Stops spawning if to many are spawned a a time, stop spawning is a limit was hit.
|
|
* \author Ubergames - TiM
|
|
*/
|
|
void flushDecoys( gentity_t *ent ) {
|
|
gentity_t *decoy = NULL;
|
|
int foundDecoys[MAX_GENTITIES] = {ENTITYNUM_NONE};
|
|
int lowestTimeStamp;
|
|
int orgCount;
|
|
int decoyCount=0;
|
|
int removeMe;
|
|
int i;
|
|
|
|
//limit to 10 placed at any one time
|
|
//see how many there are now
|
|
while ( (decoy = G_Find( decoy, FOFS(classname), "decoy" )) != NULL )
|
|
{
|
|
if ( decoy->parent != ent )
|
|
//if ( decoy->s.clientNum != ent->client->ps.clientNum )
|
|
{
|
|
continue;
|
|
}
|
|
foundDecoys[decoyCount++] = decoy->s.clientNum;
|
|
}
|
|
|
|
//now remove first ones we find until there are only 9 left
|
|
decoy = NULL;
|
|
orgCount = decoyCount;
|
|
lowestTimeStamp = level.time;
|
|
|
|
//RPG-X: TiM - Let's limit it to say... 64 decoys per player
|
|
while ( decoyCount > 64 ) //9
|
|
{
|
|
removeMe = -1;
|
|
for ( i = 0; i < orgCount; i++ )
|
|
{
|
|
if ( foundDecoys[i] == ENTITYNUM_NONE )
|
|
{
|
|
continue;
|
|
}
|
|
decoy = &g_entities[foundDecoys[i]];
|
|
|
|
if ( decoy && decoy->timestamp < lowestTimeStamp )
|
|
{
|
|
removeMe = i;
|
|
lowestTimeStamp = decoy->timestamp;
|
|
}
|
|
}
|
|
|
|
if ( removeMe != -1 )
|
|
{
|
|
//remove it... or blow it?
|
|
if ( &g_entities[foundDecoys[removeMe]] == NULL )
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
G_FreeEntity( &g_entities[foundDecoys[removeMe]] );
|
|
}
|
|
foundDecoys[removeMe] = ENTITYNUM_NONE;
|
|
decoyCount--;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* entities spawn non solid and through this function,
|
|
* they'll become solid once nothing's detected in their boundaries. :)
|
|
* \author TiM
|
|
*/
|
|
void Decoy_CheckForSolidity( gentity_t *ent ) {
|
|
int i, num;
|
|
int touch[MAX_GENTITIES];
|
|
qboolean canGoSolid=qtrue;
|
|
gentity_t *hit;
|
|
vec3_t mins, maxs;
|
|
|
|
VectorAdd( ent->s.origin, ent->r.mins, mins );
|
|
VectorAdd( ent->s.origin, ent->r.maxs, maxs );
|
|
|
|
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
for ( i = 0; i < num; i++ ) {
|
|
hit = &g_entities[touch[i]];
|
|
|
|
if ( hit && hit->client ) {
|
|
canGoSolid = qfalse;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( canGoSolid ) {
|
|
ent->r.contents = MASK_PLAYERSOLID;
|
|
ent->nextthink = 0;
|
|
ent->think = 0;
|
|
}
|
|
else {
|
|
ent->nextthink = level.time + 1000;
|
|
ent->r.contents = CONTENTS_NONE;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Use function for decoy, removes it if activator is an player and admin
|
|
*/
|
|
void DecoyUse ( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
if ( !activator || !IsAdmin( activator ) || !activator->client )
|
|
return;
|
|
|
|
G_FreeEntity( self );
|
|
|
|
}
|
|
|
|
/**
|
|
* Spawn a char
|
|
*/
|
|
qboolean PlaceDecoy(gentity_t *ent)
|
|
{
|
|
gentity_t* decoy = NULL;
|
|
static gitem_t* decoyItem = NULL;
|
|
vec3_t mins = {-16,-16,-24};
|
|
char userinfo[MAX_INFO_STRING];
|
|
int i;
|
|
|
|
if (decoyItem == NULL)
|
|
{
|
|
decoyItem = BG_FindItemForHoldable(HI_DECOY);
|
|
}
|
|
|
|
//If we just hit our 129th decoy (...holy crap), reset the counter
|
|
if ( level.decoyIndex >= MAX_CLIENTS ) {
|
|
level.decoyIndex = 0;
|
|
}
|
|
//Now check if there is already a decoy with the same eventParm index. If there is, terminate it
|
|
{
|
|
gentity_t *oldDecoy;
|
|
|
|
for ( i = 0; i<level.num_entities; i++ ) {
|
|
oldDecoy = &g_entities[i];
|
|
|
|
if ( !Q_stricmp( oldDecoy->classname, "decoy" ) && oldDecoy->s.eventParm == level.decoyIndex ) {
|
|
G_FreeEntity( oldDecoy );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------------- SPAWN AND PLACE DECOY ON GROUND
|
|
decoy = G_Spawn();
|
|
|
|
G_SpawnItem(decoy, decoyItem); // Generate it as an item, temporarly
|
|
decoy->physicsBounce = 0.0f;//decoys are *not* bouncy
|
|
//VectorMA(ent->client->ps.origin, detDistance + mins[0], fwd, decoy->s.origin);
|
|
VectorCopy( ent->client->ps.origin, decoy->s.origin );
|
|
decoy->r.mins[2] = mins[2];//keep it off the floor
|
|
//VectorNegate(fwd, fwd); // ??? What does this do??
|
|
//vectoangles(fwd, decoy->s.angles);
|
|
VectorCopy( ent->client->ps.viewangles, decoy->s.angles );
|
|
if ( !FinishSpawningDecoy(decoy, decoyItem - bg_itemlist) )
|
|
{
|
|
return qfalse; // Drop to ground and trap to clients
|
|
}
|
|
decoy->s.clientNum = ent->client->ps.clientNum;
|
|
decoy->s.number = decoy-g_entities;
|
|
|
|
//--------------------------- SPECIALIZED DECOY SETUP
|
|
decoy->parent = ent;
|
|
|
|
(decoy->s).eType = (ent->s).eType; // set to type PLAYER
|
|
(decoy->s).eFlags= (ent->s).eFlags;
|
|
(decoy->s).eFlags |= EF_ITEMPLACEHOLDER;// set the HOLOGRAM FLAG to ON
|
|
(decoy->s).powerups = (ent->s).powerups;
|
|
|
|
//TiM - attach the rotate flag if we need to
|
|
if ( (ent->s).powerups & ( 1<<PW_FLIGHT ) || ent->client->ps.gravity == 0 )
|
|
(decoy->s).eFlags |= EF_FULL_ROTATE;
|
|
|
|
decoy->s.eFlags &= ~(EF_FIRING | EF_ALT_FIRING);
|
|
|
|
decoy->s.weapon = ent->s.weapon; // get Player's Wepon Type
|
|
|
|
decoy->s.apos = ent->s.apos; // copy angle of player to decoy
|
|
decoy->s.pos = ent->s.pos;
|
|
|
|
//TiM: Set it's anim to whatever anims we're playing right now
|
|
decoy->s.legsAnim = ent->client->ps.stats[LEGSANIM];
|
|
decoy->s.torsoAnim= ent->client->ps.stats[TORSOANIM];
|
|
|
|
decoy->timestamp = level.time;
|
|
|
|
//--------------------------- WEAPON ADJUST
|
|
// The Phaser and Dreadnought (Arc Welder) weapons are rendered on the
|
|
// client side differently, and cannot be used by the decoy
|
|
decoy->classname = "decoy";
|
|
|
|
//TiM-Set up data for transmission to client
|
|
decoy->s.eventParm = level.decoyIndex;
|
|
decoy->r.contents = CONTENTS_SOLID; //has to start off solid, or CGame won't realise this
|
|
|
|
VectorSet( decoy->r.mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2 );
|
|
VectorSet( decoy->r.maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2 );
|
|
|
|
decoy->nextthink = level.time + FRAMETIME;
|
|
decoy->think = Decoy_CheckForSolidity;
|
|
decoy->use = DecoyUse;
|
|
|
|
trap_GetUserinfo( ent->client->ps.clientNum, userinfo, sizeof(userinfo) );
|
|
{
|
|
char buffer[MAX_TOKEN_CHARS];
|
|
char model[64];
|
|
char height[9];
|
|
char weight[9];
|
|
char offset[6];
|
|
|
|
//TiM - ensure that we encapsulate this data better or else it sometimes
|
|
//becomes null
|
|
Q_strncpyz( model, Info_ValueForKey( userinfo, "model" ), sizeof( model ) );
|
|
Q_strncpyz( height, Info_ValueForKey( userinfo, "height" ), sizeof( height ) );
|
|
Q_strncpyz( weight, Info_ValueForKey( userinfo, "weight" ), sizeof( weight ) );
|
|
Q_strncpyz( offset, Info_ValueForKey( userinfo, "modelOffset" ), sizeof( offset ) );
|
|
|
|
Com_sprintf( buffer, sizeof( buffer ), "model\\%s\\height\\%s\\weight\\%s\\moOf\\%s\\c\\%i",
|
|
model,
|
|
height,
|
|
weight,
|
|
offset,
|
|
ent->client->sess.sessionClass );
|
|
|
|
trap_SetConfigstring( CS_DECOYS + level.decoyIndex, buffer );
|
|
}
|
|
level.decoyIndex++;
|
|
|
|
return qtrue; // SUCCESS
|
|
}
|
|
//-------------------------------------------------------------- DECOY ACTIVITIES
|
|
|
|
void G_Rematerialize( gentity_t *ent )
|
|
{
|
|
playerState_t *ps = &ent->client->ps;
|
|
|
|
ent->client->teleportTime = level.time + ( 15 * 1000 );
|
|
ps->stats[STAT_USEABLE_PLACED] = 15;
|
|
|
|
ent->flags &= ~FL_NOTARGET;
|
|
ent->takedamage = qtrue;
|
|
ent->r.contents = MASK_PLAYERSOLID;
|
|
ent->s.eFlags &= ~EF_NODRAW;
|
|
ps->eFlags &= ~EF_NODRAW;
|
|
TeleportPlayer( ent, ps->origin, ps->viewangles, TP_BORG );
|
|
//take it away
|
|
ps->stats[STAT_HOLDABLE_ITEM] = 0;
|
|
}
|
|
|
|
static void G_GiveHoldable( gclient_t *client, holdable_t item )
|
|
{
|
|
gitem_t *holdable = BG_FindItemForHoldable( item );
|
|
|
|
client->ps.stats[STAT_HOLDABLE_ITEM] = holdable - bg_itemlist;//teleport spots should be on other side of map
|
|
RegisterItem( holdable );
|
|
}
|
|
|
|
/*
|
|
================
|
|
ClientEvents
|
|
================
|
|
*/
|
|
/**
|
|
* Events will be passed on to the clients for presentation,
|
|
* but any server game effects are handled here
|
|
*/
|
|
static void ClientEvents( gentity_t *ent, int oldEventSequence ) {
|
|
int i;
|
|
int event;
|
|
gclient_t *client;
|
|
int damage;
|
|
playerState_t *ps;
|
|
|
|
client = ent->client;
|
|
ps = &client->ps;
|
|
|
|
if ( oldEventSequence < ps->eventSequence - MAX_PS_EVENTS ) {
|
|
oldEventSequence = ps->eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
for ( i = oldEventSequence ; i < ps->eventSequence ; i++ ) {
|
|
event = 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 ( rpg_selfdamage.integer != 0 )
|
|
{
|
|
if ( event == EV_FALL_FAR )
|
|
{
|
|
damage = 110; //10 -TiM : Make the falling more realistc!
|
|
}
|
|
else
|
|
{
|
|
damage = 90; //5
|
|
}
|
|
}
|
|
else
|
|
{
|
|
damage = 0;
|
|
}
|
|
ent->pain_debounce_time = level.time + 200; // no normal pain sound
|
|
G_Damage (ent, NULL, NULL, NULL, NULL, damage, DAMAGE_ARMOR_PIERCING, MOD_FALLING);
|
|
|
|
break;
|
|
|
|
case EV_FIRE_WEAPON:
|
|
FireWeapon( ent, qfalse );
|
|
break;
|
|
|
|
case EV_ALT_FIRE:
|
|
FireWeapon( ent, qtrue );
|
|
break;
|
|
|
|
case EV_FIRE_EMPTY_PHASER:
|
|
FireWeapon( ent, qfalse );
|
|
break;
|
|
|
|
case EV_USE_ITEM1: // transporter
|
|
//TiM: Since we purge the vectors each cycle. I'll save us some memory by using the vectors themselves as a check.
|
|
if ( TransDat[ps->clientNum].beamTime == 0 &&
|
|
VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin ) &&
|
|
VectorCompare( vec3_origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles ) )
|
|
{
|
|
VectorCopy( ps->origin, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin );
|
|
VectorCopy( ps->viewangles, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles );
|
|
trap_SendServerCommand( ent-g_entities, va("chat \"Site to Site Transporter Location Confirmed.\nPress again to Energize.\""));
|
|
ps->stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist;
|
|
ps->stats[STAT_USEABLE_PLACED] = 2; // = 1
|
|
break;
|
|
}
|
|
|
|
if ( TransDat[ps->clientNum].beamTime == 0 && level.time > ps->powerups[PW_QUAD] ) {
|
|
G_InitTransport( ps->clientNum, TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].origin,
|
|
TransDat[ps->clientNum].storedCoord[TPT_PORTABLE].angles );
|
|
|
|
memset( &TransDat[ps->clientNum].storedCoord[TPT_PORTABLE], 0, sizeof( TransDat[ps->clientNum].storedCoord[TPT_PORTABLE]) );
|
|
}
|
|
else {
|
|
trap_SendServerCommand( ent-g_entities, va("chat \"Unable to comply. Already within transport cycle.\""));
|
|
}
|
|
|
|
ps->stats[STAT_USEABLE_PLACED] = 0;
|
|
|
|
if (g_classData[client->sess.sessionClass].isMarine)
|
|
{
|
|
client->teleportTime = level.time + ( 3 * 1000 ); // 15 * 1000
|
|
ps->stats[STAT_USEABLE_PLACED] = 1; // = 1
|
|
}
|
|
break;
|
|
|
|
case EV_USE_ITEM2: // medkit
|
|
// New set of rules. You get either 100 health, or an extra 25, whichever is higher.
|
|
// Give 1/4 health.
|
|
ent->health += ps->stats[STAT_MAX_HEALTH]*0.25;
|
|
|
|
if (ent->health < ps->stats[STAT_MAX_HEALTH])
|
|
{ // If that doesn't bring us up to 100, make it go up to 100.
|
|
ent->health = ps->stats[STAT_MAX_HEALTH];
|
|
}
|
|
else if (ent->health > ps->stats[STAT_MAX_HEALTH]*2)
|
|
{ // Otherwise, 25 is all you get. Just make sure we don't go above 200.
|
|
ent->health = ps->stats[STAT_MAX_HEALTH]*2;
|
|
}
|
|
break;
|
|
|
|
case EV_USE_ITEM3: // detpack
|
|
// if we haven't placed it yet, place it
|
|
if (0 == ps->stats[STAT_USEABLE_PLACED])
|
|
{
|
|
if ( PlaceDetpack(ent) )
|
|
{
|
|
ps->stats[STAT_USEABLE_PLACED] = 1;
|
|
trap_SendServerCommand( ent-g_entities, "cp \"CHARGE PLACED\"" );
|
|
}
|
|
else
|
|
{//couldn't place it
|
|
ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_DETPACK ) - bg_itemlist);
|
|
trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE CHARGE\"" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// ok, we placed it earlier. blow it up.
|
|
ps->stats[STAT_USEABLE_PLACED] = 0;
|
|
DetonateDetpack(ent);
|
|
}
|
|
break;
|
|
|
|
case EV_USE_ITEM4: // portable shield
|
|
if ( !PlaceShield(ent) ) // fixme if we fail, perhaps just spawn it as a pickup
|
|
{//couldn't place it
|
|
ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist);
|
|
trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE FORCE FIELD\"" );
|
|
}
|
|
else
|
|
{
|
|
trap_SendServerCommand( ent-g_entities, "cp \"FORCE FIELD PLACED\"" );
|
|
}
|
|
break;
|
|
|
|
case EV_USE_ITEM5: // decoy
|
|
if ( !PlaceDecoy(ent) )
|
|
{//couldn't place it
|
|
ps->stats[STAT_HOLDABLE_ITEM] = (BG_FindItemForHoldable( HI_DECOY ) - bg_itemlist);
|
|
trap_SendServerCommand( ent-g_entities, "cp \"NO ROOM TO PLACE DECOY\"" );
|
|
}
|
|
else
|
|
{
|
|
trap_SendServerCommand( ent-g_entities, "cp \"DECOY PLACED\"" );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void BotTestSolid(vec3_t origin);
|
|
|
|
void ThrowWeapon( gentity_t *ent, char *txt )
|
|
{
|
|
gclient_t *client;
|
|
usercmd_t *ucmd;
|
|
gitem_t *item;
|
|
gentity_t *drop;
|
|
byte i;
|
|
playerState_t *ps;
|
|
|
|
client = ent->client;
|
|
ucmd = &ent->client->pers.cmd;
|
|
ps = &client->ps;
|
|
|
|
if ( rpg_allowWeaponDrop.integer == 0) {
|
|
return;
|
|
}
|
|
|
|
if ( numTotalDropped >= MAX_DROPPED ) {
|
|
WARNING(("RPG-X Warning: maximum of dropped items of %i reached.\n", MAX_DROPPED));
|
|
return;
|
|
}
|
|
|
|
if ( ps->weapon == WP_1 || ( ucmd->buttons & BUTTON_ATTACK )) {
|
|
return;
|
|
}
|
|
|
|
numTotalDropped++;
|
|
|
|
item = BG_FindItemForWeapon( ps->weapon );
|
|
|
|
// admins don't lose weapon when thrown
|
|
if ( IsAdmin( ent ) == qfalse ) {
|
|
ps->ammo[ ps->weapon ] -= 1;
|
|
if (ps->ammo[ ps->weapon ] <= 0) {
|
|
ps->stats[STAT_WEAPONS] &= ~( 1 << ps->weapon );
|
|
ps->weapon = WP_1;
|
|
for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
|
|
if ( ps->stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
|
ps->weapon = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
drop = DropWeapon( ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM, txt );
|
|
drop->parent = ent;
|
|
drop->count = 1;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
SendPendingPredictableEvents
|
|
==============
|
|
*/
|
|
static void SendPendingPredictableEvents( playerState_t *ps ) {
|
|
gentity_t *t;
|
|
int event, seq;
|
|
int extEvent;
|
|
|
|
// 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 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 );
|
|
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
|
|
t->s.eType = ET_EVENTS + event;
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
static void ClientCamThink(gentity_t *client) {
|
|
if(!client->client->cam) return;
|
|
G_SetOrigin(client, client->client->cam->s.origin);
|
|
G_Client_SetViewAngle(client, client->client->cam->s.angles);
|
|
trap_LinkEntity(client);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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.
|
|
*/
|
|
static void ClientThink_real( gentity_t *ent ) {
|
|
gclient_t *client;
|
|
pmove_t pm;
|
|
int oldEventSequence;
|
|
int msec;
|
|
usercmd_t *ucmd;
|
|
playerState_t *ps;
|
|
|
|
client = ent->client;
|
|
ps = &client->ps;
|
|
|
|
// 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 = &client->pers.cmd;
|
|
|
|
// sanity check the command time to prevent speedup cheating
|
|
if ( ucmd->serverTime > level.time + 200 ) {
|
|
ucmd->serverTime = level.time + 200;
|
|
}
|
|
if ( ucmd->serverTime < level.time - 1000 ) {
|
|
ucmd->serverTime = level.time - 1000;
|
|
}
|
|
|
|
msec = ucmd->serverTime - 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;
|
|
}
|
|
|
|
//
|
|
// check for exiting intermission
|
|
//
|
|
if ( level.intermissiontime ) {
|
|
ClientIntermissionThink( client );
|
|
return;
|
|
}
|
|
|
|
if (ent->flags & FL_CCAM) {
|
|
ClientCamThink( ent );
|
|
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;
|
|
}
|
|
|
|
//TiM - If we're null content... see what's up
|
|
if ( ent->r.contents == CONTENTS_NONE ) {
|
|
if ( !G_MoveBox( ent ) ) {
|
|
if ( ps->stats[STAT_HEALTH] > 1 )
|
|
ent->r.contents = CONTENTS_BODY;
|
|
else
|
|
ent->r.contents = CONTENTS_CORPSE;
|
|
}
|
|
}
|
|
|
|
//RPG-X: Checked to see if medics revive is on if so do as following
|
|
if(rpg_medicsrevive.integer == 1){
|
|
if ( client->noclip ) {
|
|
ps->pm_type = PM_NOCLIP;
|
|
} else if ( ps->stats[STAT_HEALTH] == 1 ) {
|
|
ps->pm_type = PM_DEAD;
|
|
} else {
|
|
ps->pm_type = PM_NORMAL;
|
|
}
|
|
}else{
|
|
if ( client->noclip ) {
|
|
ps->pm_type = PM_NOCLIP;
|
|
} else if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
|
ps->pm_type = PM_DEAD;
|
|
} else {
|
|
ps->pm_type = PM_NORMAL;
|
|
}
|
|
}
|
|
|
|
//RPG-X: J2J & Phenix - For the gravity ent
|
|
if(client->SpecialGrav != qtrue)
|
|
{
|
|
ps->gravity = g_gravity.value;
|
|
}
|
|
|
|
// set speed
|
|
ps->speed = g_speed.value;
|
|
|
|
if ( ps->powerups[PW_HASTE] )
|
|
{
|
|
ps->speed *= 1.5;
|
|
}
|
|
else if (ps->powerups[PW_FLIGHT] )
|
|
{//flying around
|
|
ps->speed *= 1.3;
|
|
}
|
|
else if ( ps->stats[STAT_HEALTH] <= 20 ) {
|
|
ps->speed *= 0.55;
|
|
}
|
|
|
|
if (( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))
|
|
{//Evosuit time.. RPG-X | Phenix | 8/8/2004
|
|
ps->speed *= 1.3;
|
|
}
|
|
|
|
//RPG-X: Redtechie - n00bie stay.....good boy!
|
|
if ( g_classData[client->sess.sessionClass].isn00b ){
|
|
ps->speed = 0;
|
|
}
|
|
|
|
//TiM : SP Style Transporter. :)
|
|
//first check to see if we should be beaming
|
|
if ( level.time < TransDat[ps->clientNum].beamTime ) {
|
|
|
|
//if we're past the mid point of each materialization cycle, make it
|
|
//so bullets and other players will pass thru the transportee. :)
|
|
if ( (level.time > TransDat[ps->clientNum].beamTime - 6000) &&
|
|
( level.time < TransDat[ps->clientNum].beamTime - 2000 ) ) {
|
|
if ( ps->stats[STAT_HEALTH] > 1 ) {
|
|
ent->r.contents = CONTENTS_NONE;
|
|
}
|
|
}
|
|
else {
|
|
if ( ps->stats[STAT_HEALTH] > 1 ) {
|
|
ent->r.contents = MASK_PLAYERSOLID;
|
|
}
|
|
}
|
|
|
|
//If we're half-way thru the cycle, teleport the player now
|
|
if ( level.time > TransDat[ps->clientNum].beamTime - 4000 &&
|
|
!TransDat[ps->clientNum].beamed ) {
|
|
TeleportPlayer( ent, TransDat[ps->clientNum].currentCoord.origin,
|
|
TransDat[ps->clientNum].currentCoord.angles,
|
|
TP_TRI_TP );
|
|
|
|
TransDat[ps->clientNum].beamed = qtrue;
|
|
}
|
|
}
|
|
else {
|
|
//all done, let's reset :)
|
|
if ( TransDat[ps->clientNum].beamTime > 0 ) {
|
|
TransDat[ps->clientNum].beamTime = 0;
|
|
ps->powerups[PW_BEAM_OUT] = 0;
|
|
ps->powerups[PW_QUAD] = 0;
|
|
TransDat[ps->clientNum].beamed = qfalse;
|
|
|
|
memset( &TransDat[ps->clientNum].currentCoord, 0,
|
|
sizeof( TransDat[ps->clientNum].currentCoord.origin ) );
|
|
|
|
if(g_entities[ps->clientNum].flags & FL_CLAMPED) {
|
|
//reset everything if player was beamed by trigger_transporter
|
|
g_entities[ps->clientNum].flags ^= FL_CLAMPED;
|
|
}
|
|
}
|
|
}
|
|
|
|
//TiM : Freeze their movement if they're halfway through a transport cycle
|
|
if ( level.time < TransDat[ps->clientNum].beamTime &&
|
|
level.time > TransDat[ps->clientNum].beamTime - 4000 )
|
|
{
|
|
vec3_t endPoint;
|
|
trace_t tr;
|
|
VectorSet( endPoint, ps->origin[0], ps->origin[1], ps->origin[2] - 48 );
|
|
//Do a trace down. If we're near ground, just re-enable gravity. Else we we get weird animations O_o
|
|
trap_Trace( &tr, ps->origin, NULL, NULL, endPoint, ps->clientNum, CONTENTS_SOLID );
|
|
|
|
if ( tr.fraction == 1.0 ) {
|
|
ps->gravity = 0;
|
|
ps->velocity[2] = 0;
|
|
}
|
|
|
|
ps->speed = 0;
|
|
|
|
ps->velocity[0] = ps->velocity[1] = 0.0;
|
|
}
|
|
|
|
// set up for pmove
|
|
oldEventSequence = ps->eventSequence;
|
|
|
|
memset (&pm, 0, sizeof(pm));
|
|
|
|
pm.ps = &client->ps;
|
|
pm.cmd = *ucmd;
|
|
if ( pm.ps->pm_type == PM_DEAD ) {
|
|
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
|
}
|
|
else {
|
|
pm.tracemask = MASK_PLAYERSOLID;
|
|
}
|
|
|
|
pm.trace = trap_Trace;
|
|
pm.pointcontents = trap_PointContents;
|
|
pm.debugLevel = g_debugMove.integer;
|
|
pm.noFootsteps = (qboolean)(( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0);
|
|
pm.pModDisintegration = qfalse;
|
|
|
|
//pm.admin = IsAdmin(ent); // we use this way now the old way didn't work for adminlogin
|
|
// y call a function though???
|
|
pm.admin = (qboolean)(g_classData[client->sess.sessionClass].isAdmin || client->LoggedAsAdmin);
|
|
//pm.admin = g_classData[client->sess.sessionClass].isAdmin;
|
|
pm.medic = (qboolean)g_classData[client->sess.sessionClass].isMedical;
|
|
pm.borg = (qboolean)g_classData[client->sess.sessionClass].isBorg;
|
|
|
|
// perform a pmove
|
|
Pmove (&pm);
|
|
|
|
// save results of pmove
|
|
if ( ps->eventSequence != oldEventSequence ) {
|
|
ent->eventTime = level.time;
|
|
}
|
|
BG_PlayerStateToEntityState( ps, &ent->s, qtrue );
|
|
|
|
SendPendingPredictableEvents( ps );
|
|
|
|
// 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 );
|
|
|
|
if ( pm.useEvent )
|
|
{ //TODO: Use
|
|
TryUse( ent );
|
|
}
|
|
|
|
// link entity now, after any personal teleporters have been used
|
|
trap_LinkEntity (ent);
|
|
G_TouchTriggers( ent );
|
|
|
|
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
|
|
VectorCopy( ps->origin, ent->r.currentOrigin );
|
|
|
|
//test for solid areas in the AAS file
|
|
BotTestSolid(ent->r.currentOrigin);
|
|
|
|
// touch other objects
|
|
ClientImpacts( ent, &pm );
|
|
|
|
// save results of triggers and client events
|
|
if (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 ) {
|
|
// pressing attack or use is the normal respawn method
|
|
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
|
|
G_Client_Respawn( ent );
|
|
return;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// perform once-a-second actions
|
|
ClientTimerActions( ent, msec );
|
|
|
|
if ( client->teleportTime > 0 && client->teleportTime < level.time )
|
|
{
|
|
if ( g_classData[client->sess.sessionClass].isMarine )
|
|
{
|
|
G_GiveHoldable( client, HI_TRANSPORTER );
|
|
ps->stats[STAT_USEABLE_PLACED] = 0;
|
|
client->teleportTime = 0;
|
|
}
|
|
else if ( g_classData[client->sess.sessionClass].isAdmin )
|
|
{
|
|
G_GiveHoldable( client, HI_SHIELD );
|
|
ps->stats[STAT_USEABLE_PLACED] = 0;
|
|
client->teleportTime = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
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 ( !g_synchronousClients.integer ) {
|
|
ClientThink_real( ent );
|
|
}
|
|
}
|
|
|
|
|
|
void G_RunClient( gentity_t *ent ) {
|
|
if ( !g_synchronousClients.integer ) {
|
|
return;
|
|
}
|
|
ent->client->pers.cmd.serverTime = level.time;
|
|
ClientThink_real( ent );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SpectatorClientEndFrame
|
|
|
|
==================
|
|
*/
|
|
static void SpectatorClientEndFrame( gentity_t *ent ) {
|
|
gclient_t *cl;
|
|
clientSession_t *sess = &ent->client->sess;
|
|
playerState_t *ps = &ent->client->ps;
|
|
|
|
// if we are doing a chase cam or a remote view, grab the latest info
|
|
if ( sess->spectatorState == SPECTATOR_FOLLOW ) {
|
|
int clientNum;
|
|
|
|
clientNum = 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 ) {
|
|
ent->client->ps = cl->ps;
|
|
ps->pm_flags |= PMF_FOLLOW;
|
|
return;
|
|
} else {
|
|
// drop them to free spectators unless they are dedicated camera followers
|
|
if ( sess->spectatorClient >= 0 ) {
|
|
sess->spectatorState = SPECTATOR_FREE;
|
|
G_Client_Begin( ent->client - level.clients, qfalse, qfalse, qfalse );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( sess->spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
ps->pm_flags |= PMF_SCOREBOARD;
|
|
} else {
|
|
ps->pm_flags &= ~PMF_SCOREBOARD;
|
|
}
|
|
}
|
|
|
|
void ClientEndFrame( gentity_t *ent ) {
|
|
int i;
|
|
playerState_t *ps = &ent->client->ps;
|
|
|
|
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR /*|| (ps->eFlags&EF_ELIMINATED)*/ ) {
|
|
SpectatorClientEndFrame( ent );
|
|
ent->client->noclip = qtrue;
|
|
return;
|
|
}
|
|
|
|
// turn off any expired powerups
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ps->powerups[ i ] < level.time ) {
|
|
ps->powerups[ i ] = 0;
|
|
}
|
|
}
|
|
|
|
// save network bandwidth
|
|
#if 0
|
|
if ( !g_synchronousClients->integer && ps->pm_type == PM_NORMAL ) {
|
|
// FIXME: this must change eventually for non-sync demo recording
|
|
VectorClear( 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 ) {
|
|
ent->s.eFlags |= EF_CONNECTION;
|
|
} else {
|
|
ent->s.eFlags &= ~EF_CONNECTION;
|
|
}
|
|
|
|
ps->stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
|
|
|
|
G_SetClientSound (ent);
|
|
|
|
// set the latest infor
|
|
BG_PlayerStateToEntityState( ps, &ent->s, qtrue );
|
|
SendPendingPredictableEvents( ps );
|
|
|
|
}
|
|
|
|
|