kingpin-sdk/gamesrc/P_VIEW.C

1905 lines
46 KiB
C
Raw Normal View History

2000-03-27 00:00:00 +00:00
#include "g_local.h"
#include "m_player.h"
static edict_t *current_player;
static gclient_t *current_client;
static vec3_t forward, right, up;
float xyspeed;
float bobmove;
int bobcycle; // odd cycles are right foot going forward
float bobfracsin; // sin(bobfrac*M_PI)
/*
===============
SV_CalcRoll
===============
*/
float SV_CalcRoll (vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = sv_rollangle->value;
if (side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
return side*sign;
}
/*
===============
P_DamageFeedback
Handles color blends and view kicks
===============
*/
void P_DamageFeedback (edict_t *player)
{
gclient_t *client;
float side;
float realcount, count, kick;
vec3_t v;
int r, l;
static vec3_t power_color = {0.0, 1.0, 0.0};
static vec3_t acolor = {1.0, 1.0, 1.0};
static vec3_t bcolor = {1.0, 0.0, 0.0};
static vec3_t fcolor = {0.9, 0.6, 0.0};
client = player->client;
// flash the backgrounds behind the status numbers
client->ps.stats[STAT_FLASHES] = 0;
if (client->damage_blood || client->damage_flame)
client->ps.stats[STAT_FLASHES] |= 1;
if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
client->ps.stats[STAT_FLASHES] |= 2;
// total points of damage shot at the player this frame
count = (client->damage_blood + client->damage_flame + client->damage_armor + client->damage_parmor);
if (count == 0)
return; // didn't take any damage
/*
// start a pain animation if still in the player model
if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
{
static int i;
client->anim_priority = ANIM_PAIN;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
{
player->s.frame = FRAME_crpain1-1;
client->anim_end = FRAME_crpain4;
}
else
{
i = (i+1)%3;
switch (i)
{
case 0:
player->s.frame = FRAME_pain101-1;
client->anim_end = FRAME_pain104;
break;
case 1:
player->s.frame = FRAME_pain201-1;
client->anim_end = FRAME_pain204;
break;
case 2:
player->s.frame = FRAME_pain301-1;
client->anim_end = FRAME_pain304;
break;
}
}
}
*/
realcount = count;
if (count < 10)
count = 10; // always make a visible effect
// play an apropriate pain sound
if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
{
r = 1 + (rand()&1);
player->pain_debounce_time = level.time + 0.7;
if (player->health < 25)
l = 25;
else if (player->health < 50)
l = 50;
else if (player->health < 75)
l = 75;
else
l = 100;
gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
// the total alpha of the blend is always proportional to count
if (client->damage_alpha < 0)
client->damage_alpha = 0;
client->damage_alpha += count*0.01;
if (client->damage_alpha < 0.2)
client->damage_alpha = 0.2;
if (client->damage_alpha > 0.6)
client->damage_alpha = 0.6; // don't go too saturated
// the color of the blend will vary based on how much was absorbed
// by different armors
VectorClear (v);
if (client->damage_parmor)
VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
if (client->damage_armor)
VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
if (client->damage_blood)
VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
if (client->damage_flame)
{
VectorMA (v, (float)client->damage_flame/realcount, fcolor, v);
client->damage_alpha = 1.0;
}
VectorCopy (v, client->damage_blend);
//
// calculate view angle kicks
//
kick = abs(client->damage_knockback);
if (kick && player->health > 0) // kick of 0 means no view adjust at all
{
kick = kick * 100 / player->health;
if (kick < count*0.5)
kick = count*0.5;
if (kick > 50)
kick = 50;
VectorSubtract (client->damage_from, player->s.origin, v);
VectorNormalize (v);
side = DotProduct (v, right);
client->v_dmg_roll = kick*side*0.3;
side = -DotProduct (v, forward);
client->v_dmg_pitch = kick*side*0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
}
//
// clear totals
//
client->damage_blood = 0;
client->damage_flame = 0;
client->damage_armor = 0;
client->damage_parmor = 0;
client->damage_knockback = 0;
}
/*
===============
SV_CalcViewOffset
Auto pitching on slopes?
fall from 128: 400 = 160000
fall from 256: 580 = 336400
fall from 384: 720 = 518400
fall from 512: 800 = 640000
fall from 640: 960 =
damage = deltavelocity*deltavelocity * 0.0001
===============
*/
void SV_CalcViewOffset (edict_t *ent)
{
float *angles;
float bob;
float ratio;
float delta;
vec3_t v;
//===================================
// base angles
angles = ent->client->ps.kick_angles;
// if dead, fix the angle and don't add any kick
if (ent->deadflag)
{
VectorClear (angles);
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
}
else
{
// add angles based on weapon kick
VectorCopy (ent->client->kick_angles, angles);
// add angles based on damage kick
ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
if (ratio < 0)
{
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
}
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;
// add pitch based on fall kick
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
angles[PITCH] += ratio * ent->client->fall_value;
// add angles based on velocity
delta = DotProduct (ent->velocity, forward);
angles[PITCH] += delta*run_pitch->value;
delta = DotProduct (ent->velocity, right);
angles[ROLL] += delta*run_roll->value;
// add angles based on bob
delta = bobfracsin * bob_pitch->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
if (bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
}
//===================================
// base origin
VectorClear (v);
// add view height
v[2] += ent->viewheight;
// add fall height
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
v[2] -= ratio * ent->client->fall_value * 0.4;
// add bob height
bob = bobfracsin * xyspeed * bob_up->value;
if (bob > 6)
bob = 6;
//gi.DebugGraph (bob *2, 255);
v[2] += bob;
// add kick offset
VectorAdd (v, ent->client->kick_origin, v);
// absolutely bound offsets
// so the view can never be outside the player box
if (v[0] < -14)
v[0] = -14;
else if (v[0] > 14)
v[0] = 14;
if (v[1] < -14)
v[1] = -14;
else if (v[1] > 14)
v[1] = 14;
if (v[2] < -22)
v[2] = -22;
else if (v[2] > 50)
v[2] = 50;
VectorCopy (v, ent->client->ps.viewoffset);
}
/*
==============
SV_CalcGunOffset
==============
*/
void SV_CalcGunOffset (edict_t *ent)
{
int i;
// float delta;
// gun angles from bobbing
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
if (bobcycle & 1)
{
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
// Ridah, causes problems with flamethrower alignment
/*
// gun angles from delta movement
for (i=0 ; i<3 ; i++)
{
delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
if (delta > 45)
delta = 45;
if (delta < -45)
delta = -45;
if (i == YAW)
ent->client->ps.gunangles[ROLL] += 0.1*delta;
ent->client->ps.gunangles[i] += 0.2 * delta;
}
*/
// gun height
VectorClear (ent->client->ps.gunoffset);
// ent->ps->gunorigin[2] += bob;
// gun_x / gun_y / gun_z are development tools
for (i=0 ; i<3 ; i++)
{
ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
}
}
/*
=============
SV_AddBlend
=============
*/
void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
{
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
/*
=============
SV_CalcBlend
=============
*/
void SV_CalcBlend (edict_t *ent)
{
int contents;
vec3_t vieworg;
int remaining;
ent->client->ps.blend[0] = ent->client->ps.blend[1] =
ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
// add for contents
VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
contents = gi.pointcontents (vieworg);
if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
ent->client->ps.rdflags |= RDF_UNDERWATER;
else
ent->client->ps.rdflags &= ~RDF_UNDERWATER;
if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
else if (contents & CONTENTS_SLIME)
SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
// JOSEPH 20-MAY-99
else if (contents & CONTENTS_WATER)
//SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
SV_AddBlend (0.03, 0.04, 0.03, 0.4, ent->client->ps.blend);
// END JOSEPH
// add for powerups
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
}
// RAFAEL
else if (ent->client->quadfire_framenum > level.framenum)
{
remaining = ent->client->quadfire_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire2.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (1, 0.2, 0.5, 0.08, ent->client->ps.blend);
}
else if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
}
else if (ent->client->enviro_framenum > level.framenum)
{
remaining = ent->client->enviro_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
}
else if (ent->client->breather_framenum > level.framenum)
{
remaining = ent->client->breather_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
}
// JOSEPH 9-JUN-99-B
if (level.fadeendtime > level.time)
{
float alpha;
if (level.inversefade)
{
alpha = 1.0 - ((level.fadeendtime - level.time)*(1.0/level.totalfade));
}
else
alpha = (level.fadeendtime - level.time)*(1.0/level.totalfade);
SV_AddBlend (0.0, 0.0, 0.0, alpha, ent->client->ps.blend);
}
else
{
if (level.inversefade)
{
SV_AddBlend (0.0, 0.0, 0.0, 1.0, ent->client->ps.blend);
// JOSEPH 11-JUN-99-B
//gi.StopRender();
// END JOSEPH
}
}
// END JOSEPH
// add for damage
if (ent->client->damage_alpha > 0)
SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
if (ent->client->bonus_alpha > 0)
SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
// drop the damage value
ent->client->damage_alpha -= 0.06;
if (ent->client->damage_alpha < 0)
ent->client->damage_alpha = 0;
// drop the bonus value
ent->client->bonus_alpha -= 0.1;
if (ent->client->bonus_alpha < 0)
ent->client->bonus_alpha = 0;
}
// JOSEPH 20-JAN-99
/*
=================
P_FallingDamage
=================
*/
void P_FallingDamage (edict_t *ent)
{
float delta;
int damage;
vec3_t dir;
// if (ent->s.modelindex != 255)
// return; // not in the player model
if (ent->movetype == MOVETYPE_NOCLIP)
return;
if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
{
delta = ent->client->oldvelocity[2];
}
else
{
if (!ent->groundentity)
return;
delta = ent->velocity[2] - ent->client->oldvelocity[2];
// Ridah, don't do damage so much as Q2 did
if (deathmatch->value)// && ent->client->oldvelocity[2] > -400)
{
delta *= 0.9;
}
}
delta = delta*delta * 0.0001;
// never take falling damage if completely underwater
if (ent->waterlevel == 3)
return;
if (ent->waterlevel == 2)
delta *= 0.25;
if (ent->waterlevel == 1)
delta *= 0.5;
if (delta < 1)
return;
if (delta < 15)
{
// Ridah, Hovercars, no footsteps
if (!(ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE)))
// done.
// JOSEPH 1-SEP-98
ent->s.event = EV_FOOTSTEP0 + ent->footsteptype;
return;
}
ent->client->fall_value = delta*0.5;
if (ent->client->fall_value > 40)
ent->client->fall_value = 40;
ent->client->fall_time = level.time + FALL_TIME;
// JOSEPH 26-JAN-99-B
if (delta > 30)
//if (delta >= 15)
// END JOSEPH
{
if (ent->health > 0)
{
if (delta >= 55)
ent->s.event = EV_FALLFAR;
else
ent->s.event = EV_FALL;
}
ent->pain_debounce_time = level.time; // no normal pain sound
//damage = (delta-30)/2;
damage = delta/2;
if (damage < 1)
damage = 1;
VectorSet (dir, 0, 0, 1);
if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
}
else
{
// JOSEPH 1-SEP-98
ent->s.event = EV_FALLSHORT0 + ent->footsteptype;
return;
}
}
// END JOSEPH
/*
=============
P_WorldEffects
=============
*/
void P_WorldEffects (void)
{
qboolean breather;
qboolean envirosuit;
int waterlevel, old_waterlevel;
if (current_player->movetype == MOVETYPE_NOCLIP)
{
current_player->air_finished = level.time + 12; // don't need air
return;
}
waterlevel = current_player->waterlevel;
old_waterlevel = current_client->old_waterlevel;
current_client->old_waterlevel = waterlevel;
breather = current_client->breather_framenum > level.framenum;
envirosuit = current_client->enviro_framenum > level.framenum;
//
// if just entered a water volume, play a sound
//
if (!old_waterlevel && waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if (current_player->watertype & CONTENTS_LAVA)
gi.sound (current_player, CHAN_BODY, gi.soundindex("actors/player/lava_in.wav"), 1, ATTN_NORM, 0);
// JOSEPH 13-MAY-99
else if (current_player->watertype & CONTENTS_SLIME)
gi.sound (current_player, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_WATER)
gi.sound (current_player, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
current_player->flags |= FL_INWATER;
// clear damage_debounce, so the pain sound will play immediately
current_player->damage_debounce_time = level.time - 1;
}
//
// if just completely exited a water volume, play a sound
//
if (old_waterlevel && ! waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
// JOSEPH 13-MAY-99
gi.sound (current_player, CHAN_BODY, gi.soundindex("actors/player/male/watr_out.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
current_player->flags &= ~FL_INWATER;
}
//
// check for head just going under water
//
if (old_waterlevel != 3 && waterlevel == 3)
{
// JOSEPH 24-NOV-98
// FIXME : needs to find water to place splash sprite
trace_t tr;
vec3_t start;
int color;
int content_mask = MASK_WATER;
// JOSEPH 13-MAY-99
gi.sound (current_player, CHAN_BODY, gi.soundindex("actors/player/male/watr_un.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
VectorCopy (current_player->s.origin, start);
start[2] += 128;
tr = gi.trace (start, NULL, NULL, current_player->s.origin, current_player, content_mask);
if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
color = SPLASH_BROWN_WATER;
else
color = SPLASH_BLUE_WATER;
}
else if (tr.contents & CONTENTS_SLIME)
color = SPLASH_SLIME;
else if (tr.contents & CONTENTS_LAVA)
color = SPLASH_LAVA;
else
color = SPLASH_UNKNOWN;
if (color != SPLASH_UNKNOWN)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (8);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (color);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
if (color == SPLASH_BLUE_WATER)
{
static float last_ripple;
if (last_ripple > level.time)
last_ripple = 0;
if (last_ripple < (level.time - 0.75))
{
// Ripple effect
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH, SFX_RIPPLE_HEIGHT,
tr.ent, tr.endpos, tr.plane.normal );
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<2, SFX_RIPPLE_HEIGHT<<2,
tr.ent, tr.endpos, tr.plane.normal );
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<1, SFX_RIPPLE_HEIGHT<<1,
tr.ent, tr.endpos, tr.plane.normal );
}
}
// END JOSEPH
}
//
// check for head just coming out of water
//
if (old_waterlevel == 3 && waterlevel != 3)
{
// JOSEPH 24-NOV-98
// FIXME : needs to find water to place splash sprite
trace_t tr;
vec3_t start;
int color;
int content_mask = MASK_WATER;
// JOSEPH 29-MAR-99
if (current_player->air_finished < level.time)
{ // gasp for air
// Rafael-final
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gasp1.wav"), 1, ATTN_NORM, 0);
//gi.sound (current_player, CHAN_VOICE, gi.soundindex("actors/player/male/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
else if (current_player->air_finished < level.time + 11)
{ // just break surface
// Rafael-final
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gasp2.wav"), 1, ATTN_NORM, 0);
// gi.sound (current_player, CHAN_VOICE, gi.soundindex("actors/player/male/gasp2.wav"), 1, ATTN_NORM, 0);
}
// END JOSEPH
VectorCopy (current_player->s.origin, start);
start[2] += 128;
tr = gi.trace (start, NULL, NULL, current_player->s.origin, current_player, content_mask);
if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
color = SPLASH_BROWN_WATER;
else
color = SPLASH_BLUE_WATER;
}
else if (tr.contents & CONTENTS_SLIME)
color = SPLASH_SLIME;
else if (tr.contents & CONTENTS_LAVA)
color = SPLASH_LAVA;
else
color = SPLASH_UNKNOWN;
if (color != SPLASH_UNKNOWN)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (8);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (color);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
if (color == SPLASH_BLUE_WATER)
{
static float last_ripple;
if (last_ripple > level.time)
last_ripple = 0;
if (last_ripple < (level.time - 0.75))
{
// Ripple effect
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH, SFX_RIPPLE_HEIGHT,
tr.ent, tr.endpos, tr.plane.normal );
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<2, SFX_RIPPLE_HEIGHT<<2,
tr.ent, tr.endpos, tr.plane.normal );
SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<1, SFX_RIPPLE_HEIGHT<<1,
tr.ent, tr.endpos, tr.plane.normal );
}
}
// END JOSEPH
}
//
// check for drowning
//
if (waterlevel == 3)
{
// breather or envirosuit give air
if (breather || envirosuit)
{
current_player->air_finished = level.time + 10;
if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
{
// JOSEPH 29-MAR-99
//if (!current_client->breather_sound)
// gi.sound (current_player, CHAN_AUTO, gi.soundindex("actors/player/u_breath1.wav"), 1, ATTN_NORM, 0);
//else
// gi.sound (current_player, CHAN_AUTO, gi.soundindex("actors/player/u_breath2.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
//FIXME: release a bubble?
}
}
// if out of air, start drowning
if (current_player->air_finished < level.time)
{ // drown!
if (current_player->client->next_drown_time < level.time
&& current_player->health > 0)
{
current_player->client->next_drown_time = level.time + 1;
// take more damage the longer underwater
current_player->dmg += 2;
if (current_player->dmg > 15)
current_player->dmg = 15;
// play a gurp sound instead of a normal pain sound
if (current_player->health <= current_player->dmg)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("actors/player/male/drown1.wav"), 1, ATTN_NORM, 0);
else if (rand()&1)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time;
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
}
else
{
current_player->air_finished = level.time + 12;
current_player->dmg = 2;
}
//
// check for sizzle damage
//
if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
{
if (current_player->watertype & CONTENTS_LAVA)
{
if (current_player->health > 0
&& current_player->pain_debounce_time <= level.time
&& current_client->invincible_framenum < level.framenum)
{
if (rand()&1)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("actors/player/burn1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (current_player, CHAN_VOICE, gi.soundindex("actors/player/burn2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time + 1;
}
if (envirosuit) // take 1/3 damage with envirosuit
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
else
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
}
if (current_player->watertype & CONTENTS_SLIME)
{
if (!envirosuit)
{ // no damage from slime with envirosuit
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
}
}
}
}
/*
===============
G_SetClientEffects
===============
*/
void G_SetClientEffects (edict_t *ent)
{
int pa_type;
int remaining;
ent->s.effects = 0;
ent->s.renderfx = 0;
// RAFAEL
if (level.cut_scene_time)
return;
else if (level.pawn_time)
return;
else if (level.intermissiontime)
return;
if (ent->onfiretime > 0)
{
ent->s.effects |= EF_FLAMETHROWER;
if (ent->health <= 0)
ent->onfiretime -= 1;
}
if (ent->health <= 0)
return;
if (ent->powerarmor_time > level.time)
{
pa_type = PowerArmorType (ent);
if (pa_type == POWER_ARMOR_SCREEN)
{
ent->s.effects |= EF_POWERSCREEN;
}
else if (pa_type == POWER_ARMOR_SHIELD)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
ent->s.effects |= EF_QUAD;
}
// RAFAEL
if (ent->client->quadfire_framenum > level.framenum)
{
remaining = ent->client->quadfire_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
ent->s.effects |= EF_QUAD;
}
if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
ent->s.effects |= EF_PENT;
}
// show cheaters!!!
if (ent->flags & FL_GODMODE)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
}
if (deathmatch->value && teamplay->value && ent->client->pers.bagcash)
{
ent->s.renderfx2 |= RF2_MONEYBAG;
}
else
{
ent->s.renderfx2 &= ~RF2_MONEYBAG;
}
}
// JOSEPH 27-JAN-99
/*
===============
G_SetClientEvent
===============
*/
void G_SetClientEvent (edict_t *ent)
{
if (ent->s.event)
return;
if ( ent->groundentity && xyspeed > 270)
{
if ( (int)(current_client->bobtime+bobmove) != bobcycle )
// Ridah, Hovercars, no footsteps
if (!(ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE)))
// done.
// JOSEPH 1-SEP-98
{
if (ent->footsteptype == 8)
{
if (bobcycle & 1)
ent->s.event = EV_FOOTSTEP0 + ent->footsteptype;
}
else
{
ent->s.event = EV_FOOTSTEP0 + ent->footsteptype;
}
}
}
}
// END JOSEPH
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound (edict_t *ent)
{
char *weap;
if (ent->client->pers.game_helpchanged != game.helpchanged)
{
ent->client->pers.game_helpchanged = game.helpchanged;
ent->client->pers.helpchanged = 1;
}
// JOSEPH 29-MAR-99
// help beep (no more than three times)
/*if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
{
ent->client->pers.helpchanged++;
gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
}*/
// END JOSEPH
if (ent->client->pers.weapon)
weap = ent->client->pers.weapon->classname;
else
weap = "";
if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
ent->s.sound = snd_fry;
else if (strcmp(weap, "weapon_railgun") == 0)
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
else if (strcmp(weap, "weapon_bfg") == 0)
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
// RAFAEL
else if (strcmp (weap, "weapon_phalanx") == 0)
ent->s.sound = gi.soundindex ("weapons/phaloop.wav");
else if (ent->client->weapon_sound)
ent->s.sound = ent->client->weapon_sound;
else if (strcmp (weap, "weapon_flamethrower") == 0)
ent->s.sound = gi.soundindex ("weapons/flame_thrower/flamepilot.wav");
else
ent->s.sound = 0;
}
/*
===============
G_SetClientFrame
===============
*/
void G_SetClientFrame (edict_t *ent)
{
#define WEAPON_NONE 0
#define WEAPON_MELEE 1
#define WEAPON_GENERIC 2
#define WEAPON_PISTOL 3
gclient_t *client;
vec3_t vel;
float side_dot, fwd_dot, speed;
int duck, run, slide;
int weapontype;
int oldframe, oldend;
// Ridah, Hovercars
if (ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE))
{ // always frame 0, use visiblity for model_parts to represent damage
ent->s.frame = 0;
return;
}
// done.
// if (ent->s.modelindex != 255)
// return; // not in the player model
client = ent->client;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
duck = true;
else
duck = false;
VectorCopy( ent->velocity, vel );
vel[2] = 0;
speed = VectorNormalize( vel );
run = 0;
slide = 0;
if (speed > 1)
{
side_dot = DotProduct( right, vel );
fwd_dot = DotProduct( forward, vel );
if (fwd_dot < -0.5)
run = -1;
else if (fwd_dot > 0.5)
run = 1;
if (side_dot < -0.5)
slide = -1;
else if (side_dot > 0.5)
slide = 1;
}
run *= 1 + (speed > 200);
if (client->pers.weapon && (ent->noise_time > (level.time + 1.5)))
{
if (strstr(client->pers.weapon->classname, "pistol"))
weapontype = WEAPON_PISTOL;
else if (!client->pers.weapon->ammo)
weapontype = WEAPON_MELEE;
else
weapontype = WEAPON_GENERIC;
}
else
{
weapontype = WEAPON_NONE;
}
if (weapontype == WEAPON_MELEE)
{
// always use normal run if melee and moving
if (run || slide)
{
if (!run)
run = 1;
run = 2 * (int)(run/fabs(run));
slide = 0;
}
}
if (client->anim_priority == ANIM_DEATH)
{
if (ent->s.frame < client->anim_end)
ent->s.frame++;
return; // stay there
}
if ((client->anim_priority < ANIM_DEATH) && (client->last_weapontype != weapontype))
goto newanim;
// check for stand/duck and stop/go transitions
if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
goto newanim;
if (run != client->anim_run && client->anim_priority <= ANIM_BASIC)
goto newanim;
if (slide != client->anim_slide && !client->anim_run && client->anim_priority <= ANIM_BASIC)
goto newanim;
if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
goto newanim;
if (client->anim_priority == ANIM_JUMP && ent->groundentity)
goto newanim;
// attacking while standing?
if (!client->anim_run && !client->anim_slide && (client->anim_priority == ANIM_BASIC) && (client->buttons & BUTTON_ATTACK))
goto newanim;
if ((client->anim_priority == ANIM_REVERSE) || client->anim_reverse)
{
if(ent->s.frame > client->anim_end)
{
ent->s.frame--;
return;
}
}
else if (ent->s.frame < client->anim_end)
{ // continue an animation
ent->s.frame++;
return;
}
if (client->anim_priority == ANIM_JUMP)
{
if (!ent->groundentity)
{
trace_t tr;
vec3_t endpos;
VectorMA( ent->s.origin, 1, forward, endpos );
tr = gi.trace( ent->s.origin, ent->mins, ent->maxs, endpos, ent, CONTENTS_LADDER );
if (tr.fraction < 1 && tr.contents & CONTENTS_LADDER)
{ // climbing animation
if (fabs(client->last_climb_anim_z - ent->s.origin[2]) > 1)
{
// JOSEPH 14-MAY-99
if (ent->last_step_time < (level.time-0.2))
{
ent->s.event = EV_FOOTSTEP0 + 4;
ent->last_step_time = level.time;
}
// END JOSEPH
if (ent->s.frame < FRAME_clmb_loop_01 || (ent->s.frame >= FRAME_clmb_loop_09))
{
ent->s.frame = FRAME_clmb_loop_01;
}
else
{
if (client->last_climb_anim_z > ent->s.origin[2])
ent->s.frame--;
else
ent->s.frame++;
}
client->last_climb_anim_z = ent->s.origin[2];
}
}
else
{
client->last_climb_anim_z = ent->s.origin[2];
}
return; // stay there
}
ent->client->anim_priority = ANIM_WAVE;
// ent->s.frame = FRAME_jump1_01;
ent->client->anim_end = FRAME_jump_07;
return;
}
newanim:
// return to either a running or standing frame
client->anim_priority = ANIM_BASIC;
client->anim_reverse = false;
client->anim_duck = duck;
client->anim_run = run;
client->anim_slide = slide;
client->last_weapontype = weapontype;
oldframe = ent->s.frame;
oldend = client->anim_end;
if (!ent->groundentity)
{
client->anim_priority = ANIM_JUMP;
// if (ent->s.frame != FRAME_jump_07)
ent->s.frame = FRAME_jump_01;
client->anim_end = FRAME_jump_07;
}
else if (run)
{ // running
if (duck)
{
if (run < 0)
{
client->anim_reverse = true;
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_crch_walk_06;
client->anim_end = FRAME_p_crch_walk_01;
break;
case WEAPON_MELEE:
// TODO: need crouch melee
default:
ent->s.frame = FRAME_crch_shuf_05;
client->anim_end = FRAME_crch_shuf_01;
}
}
else
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_crch_walk_01;
client->anim_end = FRAME_p_crch_walk_06;
break;
case WEAPON_MELEE:
// TODO: need crouch melee
default:
ent->s.frame = FRAME_crch_shuf_01;
client->anim_end = FRAME_crch_shuf_05;
}
}
}
else
{
if (run < 0)
{
if (fabs(run) < 2) // walking backwards
{
client->anim_reverse = true;
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_walk_sht_10;
client->anim_end = FRAME_p_walk_sht_01;
break;
case WEAPON_MELEE:
if (client->buttons & BUTTON_ATTACK)
{
ent->s.frame = FRAME_run_melee_06;
client->anim_end = FRAME_run_melee_01;
}
else
{
ent->s.frame = FRAME_walk_gdown_10;
client->anim_end = FRAME_walk_gdown_01;
}
break;
case WEAPON_NONE:
ent->s.frame = FRAME_walk_gdown_10;
client->anim_end = FRAME_walk_gdown_01;
break;
default:
ent->s.frame = FRAME_walk_tg_sht_10;
client->anim_end = FRAME_walk_tg_sht_01;
}
}
else // running backwards
{
client->anim_reverse = true;
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_run_shoot_06;
client->anim_end = FRAME_p_run_shoot_01;
break;
case WEAPON_MELEE:
if (client->buttons & BUTTON_ATTACK)
{
ent->s.frame = FRAME_run_melee_06;
client->anim_end = FRAME_run_melee_01;
}
else
{
ent->s.frame = FRAME_run_gun_dn_06;
client->anim_end = FRAME_run_gun_dn_01;
}
break;
case WEAPON_NONE:
ent->s.frame = FRAME_run_gun_dn_06;
client->anim_end = FRAME_run_gun_dn_01;
break;
default:
ent->s.frame = FRAME_run_tg_sht_06;
client->anim_end = FRAME_run_tg_sht_01;
}
}
}
else
{
if (fabs(run) < 2) // walking forwards
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_walk_sht_01;
client->anim_end = FRAME_p_walk_sht_10;
break;
case WEAPON_MELEE:
if (client->buttons & BUTTON_ATTACK)
{
ent->s.frame = FRAME_run_melee_01;
client->anim_end = FRAME_run_melee_06;
}
else
{
ent->s.frame = FRAME_walk_gdown_01;
client->anim_end = FRAME_walk_gdown_10;
}
break;
case WEAPON_NONE:
ent->s.frame = FRAME_walk_gdown_01;
client->anim_end = FRAME_walk_gdown_10;
break;
default:
ent->s.frame = FRAME_walk_tg_sht_01;
client->anim_end = FRAME_walk_tg_sht_10;
}
}
else // running forwards
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_run_shoot_01;
client->anim_end = FRAME_p_run_shoot_06;
break;
case WEAPON_MELEE:
if (client->buttons & BUTTON_ATTACK)
{
ent->s.frame = FRAME_run_melee_01;
client->anim_end = FRAME_run_melee_06;
}
else
{
ent->s.frame = FRAME_run_gun_dn_01;
client->anim_end = FRAME_run_gun_dn_06;
}
break;
case WEAPON_NONE:
ent->s.frame = FRAME_run_gun_dn_01;
client->anim_end = FRAME_run_gun_dn_06;
break;
default:
ent->s.frame = FRAME_run_tg_sht_01;
client->anim_end = FRAME_run_tg_sht_06;
}
}
}
// keep smooth transitions between firing/firing+running
if ((fabs(oldend - oldframe) <= fabs(ent->s.frame - client->anim_end)) && (fabs(ent->s.frame - client->anim_end) == 5))
{
int diff;
diff = fabs(ent->s.frame - client->anim_end);
if (ent->s.frame < client->anim_end)
{
ent->s.frame += (diff - fabs(oldend - oldframe)) + 1;
if (ent->s.frame > client->anim_end)
ent->s.frame = client->anim_end - diff;
}
else
{
ent->s.frame -= (diff - fabs(oldend - oldframe)) + 1;
if (ent->s.frame < client->anim_end)
ent->s.frame = client->anim_end + diff;
}
}
}
}
else if (slide)
{ // strafing
if (duck)
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_crch_walk_01;
client->anim_end = FRAME_p_crch_walk_06;
break;
default:
ent->s.frame = FRAME_crch_shuf_01;
client->anim_end = FRAME_crch_shuf_05;
}
}
else
{
if (slide < 0)
{
if ( (client->anim_end == FRAME_rsd_tg_run_06)
|| (client->anim_end == FRAME_p_rside_run_06))
{ // changing from one side to the other, go to run first
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_run_shoot_01;
client->anim_end = FRAME_p_run_shoot_02;
break;
default:
ent->s.frame = FRAME_run_tg_sht_01;
client->anim_end = FRAME_run_tg_sht_02;
}
}
else
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_lside_run_01;
client->anim_end = FRAME_p_lside_run_06;
break;
default:
ent->s.frame = FRAME_lsd_tg_run_01;
client->anim_end = FRAME_lsd_tg_run_06;
}
}
}
else
{
if ( (client->anim_end == FRAME_lsd_tg_run_06)
|| (client->anim_end == FRAME_p_lside_run_06))
{ // changing from one side to the other, go to run first
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_run_shoot_01;
client->anim_end = FRAME_p_run_shoot_02;
break;
default:
ent->s.frame = FRAME_run_tg_sht_01;
client->anim_end = FRAME_run_tg_sht_02;
}
}
else
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_rside_run_01;
client->anim_end = FRAME_p_rside_run_06;
break;
default:
ent->s.frame = FRAME_rsd_tg_run_01;
client->anim_end = FRAME_rsd_tg_run_06;
}
}
}
}
}
else if (client->buttons & BUTTON_ATTACK)
{ // standing attack
client->anim_priority = ANIM_ATTACK;
if (duck)
{
switch (weapontype)
{
case WEAPON_MELEE:
// TODO, crouch melee?
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_crch_sht_01;
client->anim_end = FRAME_p_crch_sht_05;
break;
case WEAPON_NONE:
case WEAPON_GENERIC:
ent->s.frame = FRAME_crouch_shoot_01;
client->anim_end = FRAME_crouch_shoot_06;
break;
}
}
else
{
switch (weapontype)
{
case WEAPON_NONE:
case WEAPON_GENERIC:
ent->s.frame = FRAME_tg_shoot_01;
client->anim_end = FRAME_tg_shoot_05;
break;
case WEAPON_MELEE:
if (rand()%2)
{
ent->s.frame = FRAME_melee3_01;
client->anim_end = FRAME_melee3_07;
}
else
{
ent->s.frame = FRAME_melee4_01;
client->anim_end = FRAME_melee4_06;
}
break;
case WEAPON_PISTOL:
ent->s.frame = FRAME_p_std_shoot_01;
client->anim_end = FRAME_p_std_shoot_04;
break;
}
}
}
else
{ // standing
if (duck)
{
switch (weapontype)
{
case WEAPON_GENERIC:
ent->s.frame = FRAME_tg_crch_rdy_01;
client->anim_end = FRAME_tg_crch_rdy_27;
break;
default:
ent->s.frame = FRAME_1p_crch_rdy_01;
client->anim_end = FRAME_1p_crch_rdy_18;
}
}
else
{
switch (weapontype)
{
case WEAPON_PISTOL:
ent->s.frame = FRAME_1pstl_rdy_01;
client->anim_end = FRAME_1pstl_rdy_23;
break;
case WEAPON_MELEE:
ent->s.frame = FRAME_melee_rdy_01;
client->anim_end = FRAME_melee_rdy_19;
break;
default:
ent->s.frame = FRAME_tgun_rdy_01;
client->anim_end = FRAME_tgun_rdy_32;
break;
}
}
}
}
/*
=================
ClientEndServerFrame
Called for each player at the end of the server frame
and right after spawning
=================
*/
void ClientEndServerFrame (edict_t *ent)
{
float bobtime;
int i;
// Ridah, had to put this here so the AI can process a gunshot before it gets cleared
ent->client->gun_noise = false;
current_player = ent;
current_client = ent->client;
//
// If the origin or velocity have changed since ClientThink(),
// update the pmove values. This will happen when the client
// is pushed by a bmodel or kicked by an explosion.
//
// If it wasn't updated here, the view position would lag a frame
// behind the body position when pushed -- "sinking into plats"
//
for (i=0 ; i<3 ; i++)
{
current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
}
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if (level.intermissiontime)
{
// FIXME: add view drifting here?
current_client->ps.blend[3] = 0;
current_client->ps.fov = 90;
G_SetStats (ent);
return;
}
// RAFAEL
// JOSEPH 25-FEB-99
if (level.cut_scene_time)
{
current_client->ps.blend[3] = 0;
// note to self
// we may want to script the fov to an event
// Joseph 22-FEB-99
//current_client->ps.fov = 90;
// END JOSEPH
SV_CalcBlend (ent);
G_SetStats (ent);
return;
}
// END JOSEPH
else if (level.pawn_time)
{
current_client->ps.blend[3] = 0;
G_SetStats (ent);
return;
}
AngleVectors (ent->client->v_angle, forward, right, up);
// burn from lava, etc
P_WorldEffects ();
//
// set model angles from view angles so other things in
// the world can tell which direction you are looking
//
// Ridah, Hovercars, handle angles differently
if (ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE))
{
if (current_client->ps.fov < 105)
current_client->ps.fov = 105; // fix FOV while in Hovercar
if (ent->client->v_angle[PITCH] > 180)
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]);
else
ent->s.angles[PITCH] = ent->client->v_angle[PITCH];
}
else
// done.
{
if (ent->client->v_angle[PITCH] > 180)
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
else
ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
// Ridah, snap the pitch so that it doesn't change as often (cut network bandwidth)
ent->s.angles[PITCH] = (int)(((int)ent->s.angles[PITCH]) / 5) * 5;
}
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
/*
if (ent->client->anim_end == FRAME_lside_run_07)
ent->s.angles[YAW] = anglemod(ent->s.angles[YAW] - 90);
else if (ent->client->anim_end == FRAME_rside_run_07)
ent->s.angles[YAW] = anglemod(ent->s.angles[YAW] + 90);
*/
// Ridah, Hovercars
if (ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE))
ent->s.angles[ROLL] *= 0.5;
// done.
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
if (xyspeed < 5)
{
bobmove = 0;
current_client->bobtime = 0; // start at beginning of cycle again
}
else if (ent->groundentity)
{ // so bobbing only cycles when on ground
if (xyspeed > 210)
bobmove = 0.25;
else if (xyspeed > 100)
bobmove = 0.125;
else
bobmove = 0.0625;
}
bobtime = (current_client->bobtime += bobmove);
if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
bobtime *= 4;
bobcycle = (int)bobtime;
bobfracsin = fabs(sin(bobtime*M_PI));
// detect hitting the floor
// Ridah, Hovercars, no falling damage
if (!(ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE)))
// done.
P_FallingDamage (ent);
// apply all the damage taken this frame
// Ridah, doesn't work with new palette?
P_DamageFeedback (ent);
// determine the view offsets
// Ridah, Hovercars, no view offsets
if (ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE))
ent->client->ps.viewoffset[2] = ent->viewheight;
else
// done.
SV_CalcViewOffset (ent);
// determine the gun offsets
// Ridah, Hovercars, no gun offsets
if (ent->flags & (FL_HOVERCAR | FL_HOVERCAR_GROUND | FL_BIKE))
// done.
SV_CalcGunOffset (ent);
// Ridah, fade out kicks, which are used for mono's
if (ent->flags & (FL_BIKE))
{
if (ent->client->kick_angles[PITCH] > 0)
{
ent->client->kick_angles[PITCH] -= 5 * FRAMETIME;
if (ent->client->kick_angles[PITCH] < 0)
ent->client->kick_angles[PITCH] = 0;
}
else if (ent->client->kick_angles[PITCH] < 0)
{
ent->client->kick_angles[PITCH] += 5 * FRAMETIME;
if (ent->client->kick_angles[PITCH] > 0)
ent->client->kick_angles[PITCH] = 0;
}
VectorCopy( ent->client->kick_angles, ent->client->ps.kick_angles );
}
// determine the full screen color blend
// must be after viewoffset, so eye contents can be
// accurately determined
// FIXME: with client prediction, the contents
// should be determined by the client
SV_CalcBlend (ent);
G_SetStats (ent);
G_SetClientEvent (ent);
G_SetClientEffects (ent);
G_SetClientSound (ent);
G_SetClientFrame (ent);
VectorCopy (ent->velocity, ent->client->oldvelocity);
VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
// clear weapon kicks
VectorClear (ent->client->kick_origin);
// Ridah, fade out kicks, which are used for mono's
if (!(ent->flags & FL_BIKE))
{
VectorClear (ent->client->kick_angles);
}
// if the scoreboard is up, update it
if (ent->client->showscores && !(level.framenum & 31) )
{
DeathmatchScoreboardMessage (ent, ent->enemy);
gi.unicast (ent, false);
}
}