2023-10-17 15:47:50 +00:00
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/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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2023-10-18 20:21:14 +00:00
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*/
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2023-10-17 15:47:50 +00:00
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/* =======================================================================
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*
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* The "camera" through that the player looks into the game.
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*
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* =======================================================================
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*/
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#include "../header/local.h"
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#include "../monster/misc/player.h"
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static edict_t *current_player;
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static gclient_t *current_client;
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static vec3_t forward, right, up;
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float xyspeed;
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float bobmove;
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int bobcycle;
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float bobfracsin;
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float
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SV_CalcRoll(vec3_t angles, vec3_t velocity)
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{
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float sign;
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float side;
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float value;
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side = DotProduct(velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = sv_rollangle->value;
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if (side < sv_rollspeed->value)
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{
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side = side * value / sv_rollspeed->value;
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}
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else
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{
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side = value;
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}
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return side * sign;
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}
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/*
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* Handles color blends and view kicks
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*/
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void
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P_DamageFeedback(edict_t *player)
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{
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gclient_t *client;
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float side;
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float realcount, count, kick;
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vec3_t v;
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int r, l;
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static vec3_t power_color = {0.0, 1.0, 0.0};
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static vec3_t acolor = {1.0, 1.0, 1.0};
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static vec3_t bcolor = {1.0, 0.0, 0.0};
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if (!player)
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{
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return;
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}
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/* death/gib sound is now aggregated and played here */
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if (player->sounds)
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{
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gi.sound (player, CHAN_VOICE, player->sounds, 1, ATTN_NORM, 0);
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player->sounds = 0;
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}
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client = player->client;
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/* flash the backgrounds behind the status numbers */
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client->ps.stats[STAT_FLASHES] = 0;
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if (client->damage_blood)
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{
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client->ps.stats[STAT_FLASHES] |= 1;
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}
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if (client->damage_armor && !(player->flags & FL_GODMODE) &&
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(client->invincible_framenum <= level.framenum))
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{
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client->ps.stats[STAT_FLASHES] |= 2;
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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 + client->damage_parmor);
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if (count == 0)
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{
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return; /* didn't take any damage */
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}
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/* start a pain animation if still in the player model */
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if ((client->anim_priority < ANIM_PAIN) && (player->s.modelindex == 255))
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{
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static int i;
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client->anim_priority = ANIM_PAIN;
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if (client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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player->s.frame = FRAME_crpain1 - 1;
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client->anim_end = FRAME_crpain4;
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}
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else
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{
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i = (i + 1) % 3;
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switch (i)
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{
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case 0:
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player->s.frame = FRAME_pain101 - 1;
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client->anim_end = FRAME_pain104;
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break;
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case 1:
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player->s.frame = FRAME_pain201 - 1;
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client->anim_end = FRAME_pain204;
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break;
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case 2:
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player->s.frame = FRAME_pain301 - 1;
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client->anim_end = FRAME_pain304;
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break;
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}
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}
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}
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realcount = count;
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if (count < 10)
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{
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count = 10; /* always make a visible effect */
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}
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/* play an apropriate pain sound */
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if ((level.time > player->pain_debounce_time) &&
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!(player->flags & FL_GODMODE) &&
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(client->invincible_framenum <= level.framenum) &&
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player->health > 0)
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{
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r = 1 + (rand() & 1);
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player->pain_debounce_time = level.time + 0.7;
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if (player->health < 25)
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{
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l = 25;
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}
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else if (player->health < 50)
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{
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l = 50;
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}
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else if (player->health < 75)
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{
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l = 75;
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}
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else
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{
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l = 100;
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}
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gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
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}
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/* the total alpha of the blend is always proportional to count */
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if (client->damage_alpha < 0)
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{
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client->damage_alpha = 0;
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}
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client->damage_alpha += count * 0.01;
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if (client->damage_alpha < 0.2)
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{
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client->damage_alpha = 0.2;
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}
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if (client->damage_alpha > 0.6)
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{
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client->damage_alpha = 0.6; /* don't go too saturated */
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}
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/* the color of the blend will vary based on how
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much was absorbed by different armors */
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VectorClear(v);
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if (client->damage_parmor)
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{
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VectorMA(v, (float)client->damage_parmor / realcount, power_color, v);
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}
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if (client->damage_armor)
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{
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VectorMA(v, (float)client->damage_armor / realcount, acolor, v);
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}
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if (client->damage_blood)
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{
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VectorMA(v, (float)client->damage_blood / realcount, bcolor, v);
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}
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VectorCopy(v, client->damage_blend);
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/* calculate view angle kicks */
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kick = abs(client->damage_knockback);
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if (kick && (player->health > 0)) /* kick of 0 means no view adjust at all */
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{
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kick = kick * 100 / player->health;
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if (kick < count * 0.5)
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{
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kick = count * 0.5;
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}
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if (kick > 50)
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{
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kick = 50;
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}
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VectorSubtract(client->damage_from, player->s.origin, v);
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VectorNormalize(v);
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side = DotProduct(v, right);
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client->v_dmg_roll = kick * side * 0.3;
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side = -DotProduct(v, forward);
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client->v_dmg_pitch = kick * side * 0.3;
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client->v_dmg_time = level.time + DAMAGE_TIME;
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}
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/* clear totals */
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client->damage_blood = 0;
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client->damage_armor = 0;
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client->damage_parmor = 0;
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client->damage_knockback = 0;
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}
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/*
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* Auto pitching on slopes?
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*
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* fall from 128: 400 = 160000
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* fall from 256: 580 = 336400
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* fall from 384: 720 = 518400
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* fall from 512: 800 = 640000
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* fall from 640: 960 =
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*
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* damage = deltavelocity*deltavelocity * 0.0001
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*/
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void
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SV_CalcViewOffset(edict_t *ent)
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{
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float *angles;
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float bob;
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float ratio;
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float delta;
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vec3_t v;
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if (!ent)
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{
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return;
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}
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/* base angles */
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angles = ent->client->ps.kick_angles;
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/* if dead, fix the angle and don't add any kick */
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if (ent->deadflag)
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{
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VectorClear(angles);
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if (ent->flags & FL_SAM_RAIMI)
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{
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ent->client->ps.viewangles[ROLL] = 0;
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ent->client->ps.viewangles[PITCH] = 0;
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}
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else
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{
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ent->client->ps.viewangles[ROLL] = 40;
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ent->client->ps.viewangles[PITCH] = -15;
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}
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ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
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}
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else
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{
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/* add angles based on weapon kick */
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VectorCopy(ent->client->kick_angles, angles);
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/* add angles based on damage kick */
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ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
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if (ratio < 0)
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{
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ratio = 0;
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ent->client->v_dmg_pitch = 0;
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ent->client->v_dmg_roll = 0;
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}
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angles[PITCH] += ratio * ent->client->v_dmg_pitch;
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angles[ROLL] += ratio * ent->client->v_dmg_roll;
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/* add pitch based on fall kick */
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ratio = (ent->client->fall_time - level.time) / FALL_TIME;
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if (ratio < 0)
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{
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ratio = 0;
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}
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angles[PITCH] += ratio * ent->client->fall_value;
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/* add angles based on velocity */
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delta = DotProduct(ent->velocity, forward);
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angles[PITCH] += delta * run_pitch->value;
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delta = DotProduct(ent->velocity, right);
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angles[ROLL] += delta * run_roll->value;
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/* add angles based on bob */
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delta = bobfracsin * bob_pitch->value * xyspeed;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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delta *= 6; /* crouching */
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}
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angles[PITCH] += delta;
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delta = bobfracsin * bob_roll->value * xyspeed;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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delta *= 6; /* crouching */
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}
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if (bobcycle & 1)
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{
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delta = -delta;
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}
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angles[ROLL] += delta;
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}
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/* =================================== */
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/* base origin */
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VectorClear(v);
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/* add view height */
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v[2] += ent->viewheight;
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/* add fall height */
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ratio = (ent->client->fall_time - level.time) / FALL_TIME;
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if (ratio < 0)
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{
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ratio = 0;
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}
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v[2] -= ratio * ent->client->fall_value * 0.4;
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/* add bob height */
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bob = bobfracsin * xyspeed * bob_up->value;
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if (bob > 6)
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{
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bob = 6;
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}
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v[2] += bob;
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/* add kick offset */
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VectorAdd(v, ent->client->kick_origin, v);
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/* absolutely bound offsets so the view can
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never be outside the player box */
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if (v[0] < -14)
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{
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v[0] = -14;
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}
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else if (v[0] > 14)
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{
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v[0] = 14;
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}
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if (v[1] < -14)
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{
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v[1] = -14;
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}
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else if (v[1] > 14)
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{
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v[1] = 14;
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}
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if (v[2] < -22)
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{
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v[2] = -22;
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}
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else if (v[2] > 30)
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{
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v[2] = 30;
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}
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VectorCopy(v, ent->client->ps.viewoffset);
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}
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void
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SV_CalcGunOffset(edict_t *ent)
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{
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|
|
int i;
|
|
|
|
float delta;
|
|
|
|
static gitem_t *heatbeam;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!heatbeam)
|
|
|
|
{
|
|
|
|
heatbeam = FindItemByClassname("weapon_plasmabeam");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* heatbeam shouldn't bob so the beam looks right */
|
|
|
|
if (ent->client->pers.weapon != heatbeam)
|
|
|
|
{
|
|
|
|
/* 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;
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunangles[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* gun height */
|
|
|
|
VectorClear(ent->client->ps.gunoffset);
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SV_AddBlend(float r, float g, float b, float a, float *v_blend)
|
|
|
|
{
|
|
|
|
float a2, a3;
|
|
|
|
|
|
|
|
if (!v_blend)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SV_CalcBlend(edict_t *ent)
|
|
|
|
{
|
|
|
|
int contents;
|
|
|
|
vec3_t vieworg;
|
|
|
|
int remaining;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
else if (contents & CONTENTS_WATER)
|
|
|
|
{
|
|
|
|
SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ent->client->double_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
remaining = ent->client->double_framenum - level.framenum;
|
|
|
|
|
|
|
|
if (remaining == 30) /* beginning to fade */
|
|
|
|
{
|
|
|
|
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((remaining > 30) || (remaining & 4))
|
|
|
|
{
|
|
|
|
SV_AddBlend(0.9, 0.7, 0, 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->nuke_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
float brightness;
|
|
|
|
brightness = (ent->client->nuke_framenum - level.framenum) / 20.0;
|
|
|
|
SV_AddBlend(1, 1, 1, brightness, ent->client->ps.blend);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->ir_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
remaining = ent->client->ir_framenum - level.framenum;
|
|
|
|
|
|
|
|
if ((remaining > 30) || (remaining & 4))
|
|
|
|
{
|
|
|
|
ent->client->ps.rdflags |= RDF_IRGOGGLES;
|
|
|
|
SV_AddBlend(1, 0, 0, 0.2, ent->client->ps.blend);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
P_FallingDamage(edict_t *ent)
|
|
|
|
{
|
|
|
|
float delta;
|
|
|
|
int damage;
|
|
|
|
vec3_t dir;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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];
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
ent->s.event = EV_FOOTSTEP;
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (delta > 30)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
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
|
|
|
|
{
|
|
|
|
ent->s.event = EV_FALLSHORT;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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("player/lava_in.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
else if (current_player->watertype & CONTENTS_SLIME)
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
else if (current_player->watertype & CONTENTS_WATER)
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
|
|
|
|
current_player->flags &= ~FL_INWATER;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check for head just going under water */
|
|
|
|
if ((old_waterlevel != 3) && (waterlevel == 3))
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check for head just coming out of water */
|
|
|
|
if ((old_waterlevel == 3) && (waterlevel != 3))
|
|
|
|
{
|
|
|
|
if (current_player->air_finished < level.time)
|
|
|
|
{
|
|
|
|
/* gasp for air */
|
|
|
|
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/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 */
|
|
|
|
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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)
|
|
|
|
{
|
|
|
|
if (!current_client->breather_sound)
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
current_client->breather_sound ^= 1;
|
|
|
|
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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("player/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) &&
|
|
|
|
!(current_player->flags & FL_GODMODE))
|
|
|
|
{
|
|
|
|
if (rand() & 1)
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.sound(current_player, CHAN_VOICE, gi.soundindex("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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
G_SetClientEffects(edict_t *ent)
|
|
|
|
{
|
|
|
|
int pa_type;
|
|
|
|
int remaining;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->s.effects = 0;
|
|
|
|
|
|
|
|
/* player is always ir visible, even dead. */
|
|
|
|
ent->s.renderfx = RF_IR_VISIBLE;
|
|
|
|
|
|
|
|
if ((ent->health <= 0) || level.intermissiontime)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->flags & FL_DISGUISED)
|
|
|
|
{
|
|
|
|
ent->s.renderfx |= RF_USE_DISGUISE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gamerules && gamerules->value)
|
|
|
|
{
|
|
|
|
if (DMGame.PlayerEffects)
|
|
|
|
{
|
|
|
|
DMGame.PlayerEffects(ent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->double_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
remaining = ent->client->double_framenum - level.framenum;
|
|
|
|
|
|
|
|
if ((remaining > 30) || (remaining & 4))
|
|
|
|
{
|
|
|
|
ent->s.effects |= EF_DOUBLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((ent->client->owned_sphere) &&
|
|
|
|
(ent->client->owned_sphere->spawnflags == 1))
|
|
|
|
{
|
|
|
|
ent->s.effects |= EF_HALF_DAMAGE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->tracker_pain_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
ent->s.effects |= EF_TRACKERTRAIL;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
G_SetClientEvent(edict_t *ent)
|
|
|
|
{
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->s.event)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->health <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (g_footsteps->value == 1)
|
|
|
|
{
|
|
|
|
if (ent->groundentity && (xyspeed > 225))
|
|
|
|
{
|
|
|
|
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
|
|
|
{
|
|
|
|
ent->s.event = EV_FOOTSTEP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (g_footsteps->value == 2)
|
|
|
|
{
|
|
|
|
if (ent->groundentity)
|
|
|
|
{
|
|
|
|
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
|
|
|
{
|
|
|
|
ent->s.event = EV_FOOTSTEP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (g_footsteps->value >= 3)
|
|
|
|
{
|
|
|
|
if ((int)(current_client->bobtime + bobmove) != bobcycle)
|
|
|
|
{
|
|
|
|
ent->s.event = EV_FOOTSTEP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
G_SetClientSound(edict_t *ent)
|
|
|
|
{
|
|
|
|
char *weap;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->pers.game_helpchanged != game.helpchanged)
|
|
|
|
{
|
|
|
|
ent->client->pers.game_helpchanged = game.helpchanged;
|
|
|
|
ent->client->pers.helpchanged = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
else if (ent->client->weapon_sound)
|
|
|
|
{
|
|
|
|
ent->s.sound = ent->client->weapon_sound;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.sound = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
G_SetClientFrame(edict_t *ent)
|
|
|
|
{
|
|
|
|
gclient_t *client;
|
|
|
|
qboolean duck, run;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (xyspeed)
|
|
|
|
{
|
|
|
|
run = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
run = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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 (!ent->groundentity && (client->anim_priority <= ANIM_WAVE))
|
|
|
|
{
|
|
|
|
goto newanim;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (client->anim_priority == 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_DEATH)
|
|
|
|
{
|
|
|
|
return; /* stay there */
|
|
|
|
}
|
|
|
|
|
|
|
|
if (client->anim_priority == ANIM_JUMP)
|
|
|
|
{
|
|
|
|
if (!ent->groundentity)
|
|
|
|
{
|
|
|
|
return; /* stay there */
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->anim_priority = ANIM_WAVE;
|
|
|
|
ent->s.frame = FRAME_jump3;
|
|
|
|
ent->client->anim_end = FRAME_jump6;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
newanim:
|
|
|
|
|
|
|
|
/* return to either a running or standing frame */
|
|
|
|
client->anim_priority = ANIM_BASIC;
|
|
|
|
client->anim_duck = duck;
|
|
|
|
client->anim_run = run;
|
|
|
|
|
|
|
|
if (!ent->groundentity)
|
|
|
|
{
|
|
|
|
client->anim_priority = ANIM_JUMP;
|
|
|
|
|
|
|
|
if (ent->s.frame != FRAME_jump2)
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_jump1;
|
|
|
|
}
|
|
|
|
|
|
|
|
client->anim_end = FRAME_jump2;
|
|
|
|
}
|
|
|
|
else if (run)
|
|
|
|
{
|
|
|
|
/* running */
|
|
|
|
if (duck)
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_crwalk1;
|
|
|
|
client->anim_end = FRAME_crwalk6;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_run1;
|
|
|
|
client->anim_end = FRAME_run6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* standing */
|
|
|
|
if (duck)
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_crstnd01;
|
|
|
|
client->anim_end = FRAME_crstnd19;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_stand01;
|
|
|
|
client->anim_end = FRAME_stand40;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Called for each player at the end of
|
|
|
|
* the server frame and right after spawning
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
ClientEndServerFrame(edict_t *ent)
|
|
|
|
{
|
|
|
|
float bobtime;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
current_client->ps.blend[3] = 0;
|
|
|
|
current_client->ps.fov = 90;
|
|
|
|
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 */
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
/* 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 */
|
|
|
|
P_FallingDamage(ent);
|
|
|
|
|
|
|
|
/* apply all the damage taken this frame */
|
|
|
|
P_DamageFeedback(ent);
|
|
|
|
|
|
|
|
/* determine the view offsets */
|
|
|
|
SV_CalcViewOffset(ent);
|
|
|
|
|
|
|
|
/* determine the gun offsets */
|
|
|
|
SV_CalcGunOffset(ent);
|
|
|
|
|
|
|
|
/* determine the full screen color blend must be after viewoffset,
|
|
|
|
so eye contents can be accurately determined */
|
|
|
|
SV_CalcBlend(ent);
|
|
|
|
|
|
|
|
/* chase cam stuff */
|
|
|
|
if (ent->client->resp.spectator)
|
|
|
|
{
|
|
|
|
G_SetSpectatorStats(ent);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
G_SetStats(ent);
|
|
|
|
}
|
|
|
|
|
|
|
|
G_CheckChaseStats(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);
|
|
|
|
VectorClear(ent->client->kick_angles);
|
|
|
|
|
|
|
|
if (!(level.framenum & 31))
|
|
|
|
{
|
|
|
|
/* if the scoreboard is up, update it */
|
|
|
|
if (ent->client->showscores)
|
|
|
|
{
|
|
|
|
DeathmatchScoreboardMessage(ent, ent->enemy);
|
|
|
|
gi.unicast(ent, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if the help computer is up, update it */
|
|
|
|
if (ent->client->showhelp)
|
|
|
|
{
|
|
|
|
ent->client->pers.helpchanged = 0;
|
|
|
|
HelpComputerMessage(ent);
|
|
|
|
gi.unicast(ent, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if the inventory is up, update it */
|
|
|
|
if (ent->client->showinventory)
|
|
|
|
{
|
|
|
|
InventoryMessage(ent);
|
|
|
|
gi.unicast(ent, false);
|
|
|
|
}
|
|
|
|
}
|