/* * Copyright (c) ZeniMax Media Inc. * Licensed under the GNU General Public License 2.0. */ /* ======================================================================= * * The "camera" through that the player looks into the game. * * ======================================================================= */ #include "../header/local.h" #include "../monster/misc/player.h" static edict_t *current_player; static gclient_t *current_client; static vec3_t forward, right, up; float xyspeed; float bobmove; int bobcycle; float bobfracsin; 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; } /* * 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}; if (!player) { return; } /* death/gib sound is now aggregated and played here */ if (player->sounds) { gi.sound (player, CHAN_VOICE, player->sounds, 1, ATTN_NORM, 0); player->sounds = 0; } client = player->client; /* flash the backgrounds behind the status numbers */ client->ps.stats[STAT_FLASHES] = 0; if (client->damage_blood) { 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_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) && player->health > 0) { 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); } 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_armor = 0; client->damage_parmor = 0; client->damage_knockback = 0; } /* * 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; if (!ent) { return; } /* base angles */ angles = ent->client->ps.kick_angles; /* if dead, fix the angle and don't add any kick */ if (ent->deadflag) { VectorClear(angles); if (ent->flags & FL_SAM_RAIMI) { ent->client->ps.viewangles[ROLL] = 0; ent->client->ps.viewangles[PITCH] = 0; } else { 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; } 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] > 30) { v[2] = 30; } VectorCopy(v, ent->client->ps.viewoffset); } void SV_CalcGunOffset(edict_t *ent) { 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); } }