File: cg_playerstate.c

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (590 lines) | stat: -rw-r--r-- 17,654 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/



// cg_playerstate.c -- this file acts on changes in a new playerState_t
// With normal play, this will be done after local prediction, but when
// following another player or playing back a demo, it will be checked
// when the snapshot transitions like all the other entities

#include "cg_local.h"

/*
==============
CG_CheckAmmo

If the ammo has gone low enough to generate the warning, play a sound
==============
*/
void CG_CheckAmmo( void ) {
	int i;
	int total;
	int weapons[MAX_WEAPONS / ( sizeof( int ) * 8 )];

	// see about how many seconds of ammo we have remaining
	memcpy( weapons, cg.snap->ps.weapons, sizeof( weapons ) );

	if ( !weapons[0] && !weapons[1] ) { // (SA) we start out with no weapons, so don't make a click on startup
		return;
	}

	total = 0;

	// first weap now WP_LUGER
	for ( i = WP_FIRST ; i < WP_NUM_WEAPONS ; i++ )
	{
		if ( !( weapons[0] & ( 1 << i ) ) ) {
			continue;
		}
		if ( cg.snap->ps.ammo[BG_FindAmmoForWeapon( i )] < 0 ) {
			continue;
		}
		switch ( i )
		{
		case WP_ROCKET_LAUNCHER:
		case WP_PANZERFAUST:
		case WP_GRENADE_LAUNCHER:
		case WP_GRENADE_PINEAPPLE:
		case WP_LUGER:
		case WP_COLT:
		case WP_AKIMBO:
		case WP_SILENCER:
		case WP_FG42:
		case WP_FG42SCOPE:
		case WP_BAR:        //----(SA)	added
		case WP_BAR2:       //----(SA)	added
		case WP_MP40:
		case WP_THOMPSON:
		case WP_STEN:
		case WP_VENOM:
		case WP_CROSS:
		case WP_TESLA:
		case WP_MAUSER:
		case WP_GARAND:
		default:
			total += cg.snap->ps.ammo[BG_FindAmmoForWeapon( i )] * 1000;
//				break;
//			default:
//				total += cg.snap->ps.ammo[BG_FindAmmoForWeapon(i)] * 200;
//				break;
		}

		if ( total >= 5000 ) {
			cg.lowAmmoWarning = 0;
			return;
		}
	}

	if ( !cg.lowAmmoWarning ) {
		// play a sound on this transition
		trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
	}

	if ( total == 0 ) {
		cg.lowAmmoWarning = 2;
	} else {
		cg.lowAmmoWarning = 1;
	}
}

/*
==============
CG_DamageFeedback
==============
*/
void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
	float left, front, up;
	float kick;
	int health;
	float scale;
	vec3_t dir;
	vec3_t angles;
	float dist;
	float yaw, pitch;
	int slot;
	viewDamage_t *vd;

	// show the attacking player's head and name in corner
	cg.attackerTime = cg.time;

	// the lower on health you are, the greater the view kick will be
	health = cg.snap->ps.stats[STAT_HEALTH];
	if ( health < 40 ) {
		scale = 1;
	} else {
		scale = 40.0 / health;
	}
	kick = damage * scale;

	if ( kick < 5 ) {
		kick = 5;
	}
	if ( kick > 10 ) {
		kick = 10;
	}

	// find a free slot
	for ( slot = 0; slot < MAX_VIEWDAMAGE; slot++ ) {
		if ( cg.viewDamage[slot].damageTime + cg.viewDamage[slot].damageDuration < cg.time ) {
			break;
		}
	}

	if ( slot == MAX_VIEWDAMAGE ) {
		return;     // no free slots, never override or splats will suddenly disappear

	}
	vd = &cg.viewDamage[slot];

	// if yaw and pitch are both 255, make the damage always centered (falling, etc)
	if ( yawByte == 255 && pitchByte == 255 ) {
		vd->damageX = 0;
		vd->damageY = 0;
		cg.v_dmg_roll = 0;
		cg.v_dmg_pitch = -kick;
	} else {
		// positional
		pitch = pitchByte / 255.0 * 360;
		yaw = yawByte / 255.0 * 360;

		angles[PITCH] = pitch;
		angles[YAW] = yaw;
		angles[ROLL] = 0;

		AngleVectors( angles, dir, NULL, NULL );
		VectorSubtract( vec3_origin, dir, dir );

		front = DotProduct( dir, cg.refdef.viewaxis[0] );
		left = DotProduct( dir, cg.refdef.viewaxis[1] );
		up = DotProduct( dir, cg.refdef.viewaxis[2] );

		dir[0] = front;
		dir[1] = left;
		dir[2] = 0;
		dist = VectorLength( dir );
		if ( dist < 0.1 ) {
			dist = 0.1;
		}

		cg.v_dmg_roll = kick * left;

		cg.v_dmg_pitch = -kick * front;

		if ( front <= 0.1 ) {
			front = 0.1;
		}
		vd->damageX = crandom() * 0.3 + - left / front;
		vd->damageY = crandom() * 0.3 + up / dist;
	}

	// clamp the position
	if ( vd->damageX > 1.0 ) {
		vd->damageX = 1.0;
	}
	if ( vd->damageX < -1.0 ) {
		vd->damageX = -1.0;
	}

	if ( vd->damageY > 1.0 ) {
		vd->damageY = 1.0;
	}
	if ( vd->damageY < -1.0 ) {
		vd->damageY = -1.0;
	}

	// don't let the screen flashes vary as much
	if ( kick > 10 ) {
		kick = 10;
	}
	vd->damageValue = kick;
	cg.v_dmg_time = cg.time + DAMAGE_TIME;
	vd->damageTime = cg.snap->serverTime;
	vd->damageDuration = kick * 50 * ( 1 + 2 * ( !vd->damageX && !vd->damageY ) );
	cg.damageTime = cg.snap->serverTime;
	cg.damageIndex = slot;
}




/*
================
CG_Respawn

A respawn happened this snapshot
================
*/
void CG_Respawn( void ) {
	// no error decay on player movement
	cg.thisFrameTeleport = qtrue;

	// need to reset client-side weapon animations
	cg.predictedPlayerState.weapAnim = WEAP_IDLE1;  // reset weapon animations
	cg.predictedPlayerState.weapAnimTimer = 0;      // allow other animations to happen right away
	cg.predictedPlayerState.weaponstate = WEAPON_RAISING;   // hmm, set this?  what to?

	// display weapons available
	cg.weaponSelectTime = cg.time;

	cg.holdableSelectTime = 0;  //----(SA) reset holdable timer

	if ( cgs.gametype == GT_SINGLE_PLAYER ) {
		cg.centerPrintTime = 0;     //----(SA)	reset centerprint counter so previous messages don't re-appear
	}
	cg.cursorHintIcon = 0;
	cg.cursorHintTime = 0;

	cg.cameraMode = 0;  //----(SA)	get out of camera for sure

	// select the weapon the server says we are using
	cg.weaponSelect = cg.snap->ps.weapon;
	// DHM - Nerve :: Clear even more things on respawn
	cg.zoomedBinoc = qfalse;
	cg.zoomedBinoc = cg.zoomedScope = qfalse;
	cg.zoomTime = 0;
	cg.zoomval = 0;

	// clear pmext
	memset( &cg.pmext, 0, sizeof( cg.pmext ) );

	if ( cg_autoReload.integer ) {
		cg.pmext.bAutoReload = qtrue;
	}

	// set current player type
	if ( mp_currentPlayerType.integer != cg.snap->ps.stats[ STAT_PLAYER_CLASS ] ) {
		trap_Cvar_Set( "mp_currentPlayerType", va( "%i", cg.snap->ps.stats[ STAT_PLAYER_CLASS ] ) );
	}

	// reset fog to world fog (if present)
	trap_R_SetFog( FOG_CMD_SWITCHFOG, FOG_MAP,20,0,0,0,0 );
	// dhm - end

	trap_Cvar_Set( "cg_notebookpages", "3" );		// (SA) TEMP: clear notebook pages on spawn (except for pages 1 and 2)	this is temporary
	trap_Cvar_Set( "ui_notebookCurrentPage", "0" );	// (SA) TEMP: clear notebook pages on spawn (except for page 1)  this is temporary
}

extern char *eventnames[];

/*
==============
CG_CheckPlayerstateEvents
==============
*/
void CG_CheckPlayerstateEvents_wolf( playerState_t *ps, playerState_t *ops ) {
	int i;
	int event;
	centity_t   *cent;
/*
	if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
		cent = &cg_entities[ ps->clientNum ];
		cent->currentState.event = ps->externalEvent;
		cent->currentState.eventParm = ps->externalEventParm;
		CG_EntityEvent( cent, cent->lerpOrigin );
	}
*/
	cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
	// go through the predictable events buffer
	for ( i = ps->eventSequence - MAX_EVENTS ; i < ps->eventSequence ; i++ ) {
		if ( ps->events[i & ( MAX_EVENTS - 1 )] != ops->events[i & ( MAX_EVENTS - 1 )]
			 || i >= ops->eventSequence ) {
			event = ps->events[ i & ( MAX_EVENTS - 1 ) ];

			cent->currentState.event = event;
			cent->currentState.eventParm = ps->eventParms[ i & ( MAX_EVENTS - 1 ) ];
			CG_EntityEvent( cent, cent->lerpOrigin );
		}
	}
}

void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
	int i;
	int event;
	centity_t   *cent;

	if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
		cent = &cg_entities[ ps->clientNum ];
		cent->currentState.event = ps->externalEvent;
		cent->currentState.eventParm = ps->externalEventParm;
		CG_EntityEvent( cent, cent->lerpOrigin );
	}

	cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
	// go through the predictable events buffer
	for ( i = ps->eventSequence - MAX_EVENTS ; i < ps->eventSequence ; i++ ) {
		// if we have a new predictable event
		if ( i >= ops->eventSequence
			 // or the server told us to play another event instead of a predicted event we already issued
			 // or something the server told us changed our prediction causing a different event
			 || ( i > ops->eventSequence - MAX_EVENTS && ps->events[i & ( MAX_EVENTS - 1 )] != ops->events[i & ( MAX_EVENTS - 1 )] ) ) {

			event = ps->events[ i & ( MAX_EVENTS - 1 ) ];
			cent->currentState.event = event;
			cent->currentState.eventParm = ps->eventParms[ i & ( MAX_EVENTS - 1 ) ];
			CG_EntityEvent( cent, cent->lerpOrigin );

			cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event;

			cg.eventSequence++;
		}
	}
}

/*
==================
CG_CheckChangedPredictableEvents
==================
*/
void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
	int i;
	int event;
	centity_t   *cent;

	cent = &cg.predictedPlayerEntity;
	for ( i = ps->eventSequence - MAX_EVENTS ; i < ps->eventSequence ; i++ ) {
		//
		if ( i >= cg.eventSequence ) {
			continue;
		}
		// if this event is not further back in than the maximum predictable events we remember
		if ( i > cg.eventSequence - MAX_PREDICTED_EVENTS ) {
			// if the new playerstate event is different from a previously predicted one
			if ( ps->events[i & ( MAX_EVENTS - 1 )] != cg.predictableEvents[i & ( MAX_PREDICTED_EVENTS - 1 ) ] ) {

				event = ps->events[ i & ( MAX_EVENTS - 1 ) ];
				cent->currentState.event = event;
				cent->currentState.eventParm = ps->eventParms[ i & ( MAX_EVENTS - 1 ) ];
				CG_EntityEvent( cent, cent->lerpOrigin );

				cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event;

				if ( cg_showmiss.integer ) {
					CG_Printf( "WARNING: changed predicted event\n" );
				}
			}
		}
	}
}


/*
==================
CG_CheckLocalSounds
==================
*/
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
//	const char	*s;
//	int	highScore;

/* JPW NERVE pulled from wolf MP
	// hit changes
	if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
		trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
	} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
		trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
	}
*/

	// health changes of more than -1 should make pain sounds
	if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) {
		if ( ps->stats[STAT_HEALTH] > 0 ) {
			CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH], qfalse );
		}
	}

/*	// NERVE - SMF - don't do this in wolfMP
	// if we are going into the intermission, don't start any voices
	if ( cg.intermissionStarted ) {
		return;
	}
*/

/* JPW NERVE pulled from wolf MP
	// reward sounds
	if ( ps->persistant[PERS_REWARD_COUNT] > ops->persistant[PERS_REWARD_COUNT] ) {
		switch ( ps->persistant[PERS_REWARD] ) {
		case REWARD_IMPRESSIVE:
			trap_S_StartLocalSound( cgs.media.impressiveSound, CHAN_ANNOUNCER );
			cg.rewardTime = cg.time;
			cg.rewardShader = cgs.media.medalImpressive;
			cg.rewardCount = ps->persistant[PERS_IMPRESSIVE_COUNT];
			break;
		case REWARD_EXCELLENT:
			trap_S_StartLocalSound( cgs.media.excellentSound, CHAN_ANNOUNCER );
			cg.rewardTime = cg.time;
			cg.rewardShader = cgs.media.medalExcellent;
			cg.rewardCount = ps->persistant[PERS_EXCELLENT_COUNT];
			break;
		case REWARD_DENIED:
			trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
			break;
		case REWARD_GAUNTLET:
			trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
			// if we are the killer and not the killee, show the award
			if ( ps->stats[STAT_HEALTH] ) {
				cg.rewardTime = cg.time;
				cg.rewardShader = cgs.media.medalGauntlet;
				cg.rewardCount = ps->persistant[PERS_GAUNTLET_FRAG_COUNT];
			}
			break;
		default:
			CG_Error( "Bad reward_t" );
		}
	} else {
		// lead changes (only if no reward)
		s = CG_ConfigString( CS_WARMUP );
		if ( !s[0] ) {
			// never play lead changes during warmup
			if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
				if ( cgs.gametype >= GT_TEAM ) {
					if ( ps->persistant[PERS_RANK] == 2 ) {
						trap_S_StartLocalSound( cgs.media.teamsTiedSound, CHAN_ANNOUNCER );
					} else if (  ps->persistant[PERS_RANK] == 0 ) {
						trap_S_StartLocalSound( cgs.media.redLeadsSound, CHAN_ANNOUNCER );
					} else if ( ps->persistant[PERS_RANK] == 1 ) {
						trap_S_StartLocalSound( cgs.media.blueLeadsSound, CHAN_ANNOUNCER );
					}
				} else {
					if (  ps->persistant[PERS_RANK] == 0 ) {
						trap_S_StartLocalSound( cgs.media.takenLeadSound, CHAN_ANNOUNCER );
					} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
						trap_S_StartLocalSound( cgs.media.tiedLeadSound, CHAN_ANNOUNCER );
					} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
						trap_S_StartLocalSound( cgs.media.lostLeadSound, CHAN_ANNOUNCER );
					}
				}
			}
		}
	}
*/

	// timelimit warnings
	if ( cgs.timelimit > 0 ) {
		int msec;

		msec = cg.time - cgs.levelStartTime;

		if ( cgs.timelimit > 2 && !( cg.timelimitWarnings & 1 ) && ( msec > ( cgs.timelimit - 2 ) * 60 * 1000 ) &&
			 ( msec < ( cgs.timelimit - 2 ) * 60 * 1000 + 1000 ) ) {
			cg.timelimitWarnings |= 1;
			if ( ps->persistant[PERS_TEAM] == TEAM_RED && cg.twoMinuteSound_g[0] != '0' ) {
				trap_S_StartLocalSound( cgs.media.twoMinuteSound_g, CHAN_ANNOUNCER );
			} else if ( ps->persistant[PERS_TEAM] == TEAM_BLUE && cg.twoMinuteSound_a[0] != '0' ) {
				trap_S_StartLocalSound( cgs.media.twoMinuteSound_a, CHAN_ANNOUNCER );
			}
		}
		if ( !( cg.timelimitWarnings & 2 ) && ( msec > ( cgs.timelimit ) * 60 * 1000 - 30000 ) &&
			 ( msec < ( cgs.timelimit ) * 60 * 1000 - 29000 ) ) {
			cg.timelimitWarnings |= 2;
			if ( ps->persistant[PERS_TEAM] == TEAM_RED && cg.thirtySecondSound_g[0] != '0' ) {
				trap_S_StartLocalSound( cgs.media.thirtySecondSound_g, CHAN_ANNOUNCER );
			} else if ( ps->persistant[PERS_TEAM] == TEAM_BLUE && cg.thirtySecondSound_a[0] != '0' ) {
				trap_S_StartLocalSound( cgs.media.thirtySecondSound_a, CHAN_ANNOUNCER );
			}
		}
/* // JPW NERVE not used in wolf
		if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
			cg.timelimitWarnings |= 4;
			trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
		}
*/
	}

/* JPW NERVE -- not used in wolf MP
	// fraglimit warnings
	if ( cgs.fraglimit > 0 && cgs.gametype != GT_CTF ) {
		highScore = cgs.scores1;
		if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == ( cgs.fraglimit - 3 ) ) {
			cg.fraglimitWarnings |= 1;
			trap_S_StartLocalSound( cgs.media.threeFragSound, CHAN_ANNOUNCER );
		}
		if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == ( cgs.fraglimit - 2 ) ) {
			cg.fraglimitWarnings |= 2;
			trap_S_StartLocalSound( cgs.media.twoFragSound, CHAN_ANNOUNCER );
		}
		if ( !( cg.fraglimitWarnings & 4 ) && highScore == ( cgs.fraglimit - 1 ) ) {
			cg.fraglimitWarnings |= 4;
			trap_S_StartLocalSound( cgs.media.oneFragSound, CHAN_ANNOUNCER );
		}
	}
*/
}

/*
===============
CG_TransitionPlayerState

===============
*/
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
	// check for changing follow mode
	if ( ps->clientNum != ops->clientNum ) {
		cg.thisFrameTeleport = qtrue;
		// make sure we don't get any unwanted transition effects
		*ops = *ps;

		// DHM - Nerve :: After Limbo, make sure and do a CG_Respawn
		if ( ps->clientNum == cg.clientNum ) {
			ops->persistant[PERS_SPAWN_COUNT]--;
		}
	}

	// damage events (player is getting wounded)
	if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) {
		CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
	}

	// respawning
	if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) {
		CG_Respawn();
	}

	if ( cg.mapRestart ) {
		CG_Respawn();
		cg.mapRestart = qfalse;
	}

	if ( cg.snap->ps.pm_type != PM_INTERMISSION
		 && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
		CG_CheckLocalSounds( ps, ops );
	}

	// check for going low on ammo
	CG_CheckAmmo();

	// run events
	CG_CheckPlayerstateEvents( ps, ops );

	// smooth the ducking viewheight change
	if ( ps->viewheight != ops->viewheight ) {
		cg.duckChange = ps->viewheight - ops->viewheight;
		cg.duckTime = cg.time;
	}
}