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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607
|
/*
===========================================================================
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.
===========================================================================
*/
#include "g_local.h"
#include "ai_cast_fight.h" // need these for avoidance
extern void G_CheckForCursorHints( gentity_t *ent );
/*
===============
G_DamageFeedback
Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player ) {
gclient_t *client;
float count;
vec3_t angles;
client = player->client;
if ( client->ps.pm_type == PM_DEAD ) {
return;
}
// total points of damage shot at the player this frame
count = client->damage_blood + client->damage_armor;
if ( count == 0 ) {
return; // didn't take any damage
}
if ( count > 127 ) {
count = 127;
}
// send the information to the client
// world damage (falling, slime, etc) uses a special code
// to make the blend blob centered instead of positional
if ( client->damage_fromWorld ) {
client->ps.damagePitch = 255;
client->ps.damageYaw = 255;
client->damage_fromWorld = qfalse;
} else {
vectoangles( client->damage_from, angles );
client->ps.damagePitch = angles[PITCH] / 360.0 * 256;
client->ps.damageYaw = angles[YAW] / 360.0 * 256;
}
// play an apropriate pain sound
if ( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) && !( player->r.svFlags & SVF_CASTAI ) && !( player->s.powerups & PW_INVULNERABLE ) ) { //----(SA)
player->pain_debounce_time = level.time + 700;
G_AddEvent( player, EV_PAIN, player->health );
}
client->ps.damageEvent++; // Ridah, always increment this since we do multiple view damage anims
client->ps.damageCount = count;
//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
}
#define MIN_BURN_INTERVAL 399 // JPW NERVE set burn timeinterval so we can do more precise damage (was 199 old model)
/*
=============
P_WorldEffects
Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects( gentity_t *ent ) {
qboolean envirosuit;
int waterlevel;
// TTimo: unused
// static int lastflameburntime = 0; // JPW NERVE for slowing flamethrower burn intervals and doing more damage per interval
if ( ent->client->noclip ) {
ent->client->airOutTime = level.time + 12000; // don't need air
return;
}
waterlevel = ent->waterlevel;
envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
// G_Printf("breathe: %d invuln: %d nofatigue: %d\n", ent->client->ps.powerups[PW_BREATHER], level.time - ent->client->ps.powerups[PW_INVULNERABLE], ent->client->ps.powerups[PW_NOFATIGUE]);
//
// check for drowning
//
if ( waterlevel == 3 ) {
// envirosuit give air
if ( envirosuit ) {
ent->client->airOutTime = level.time + 10000;
}
//----(SA) both these will end up being by virtue of having the 'breather' powerup
if ( ent->client->ps.aiChar == AICHAR_FROGMAN ) { // let frogmen breathe forever
ent->client->airOutTime = level.time + 10000;
}
if ( ent->client->ps.aiChar == AICHAR_SEALOPER ) { // ditto
ent->client->airOutTime = level.time + 10000;
}
// if out of air, start drowning
if ( ent->client->airOutTime < level.time ) {
if ( ent->client->ps.powerups[PW_BREATHER] ) { // take air from the breather now that we need it
ent->client->ps.powerups[PW_BREATHER] -= ( level.time - ent->client->airOutTime );
ent->client->airOutTime = level.time + ( level.time - ent->client->airOutTime );
} else {
// drown!
ent->client->airOutTime += 1000;
if ( ent->health > 0 ) {
// take more damage the longer underwater
ent->damage += 2;
if ( ent->damage > 15 ) {
ent->damage = 15;
}
// play a gurp sound instead of a normal pain sound
// if ( ent->health <= ent->damage ) {
// G_Sound( ent, G_SoundIndex( "*drown.wav" ) );
// } else if ( rand() & 1 ) {
// G_Sound( ent, G_SoundIndex( "sound/player/gurp1.wav" ) );
// } else {
// G_Sound( ent, G_SoundIndex( "sound/player/gurp2.wav" ) );
// }
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
G_Damage( ent, NULL, NULL, NULL, NULL,
ent->damage, DAMAGE_NO_ARMOR, MOD_WATER );
}
}
}
} else {
ent->client->airOutTime = level.time + 12000;
ent->damage = 2;
}
//
// check for sizzle damage (move to pmove?)
//
if ( waterlevel && ( ent->watertype & CONTENTS_LAVA ) ) {
if ( ent->health > 0 && ent->pain_debounce_time <= level.time ) {
if ( envirosuit ) {
G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
} else {
if ( ent->watertype & CONTENTS_LAVA ) {
G_Damage( ent, NULL, NULL, NULL, NULL,
30 * waterlevel, 0, MOD_LAVA );
}
}
}
}
//
// check for burning from flamethrower
//
// JPW NERVE MP way
if ( ent->s.onFireEnd && ent->client ) {
if ( level.time - ent->client->lastBurnTime >= MIN_BURN_INTERVAL ) {
// JPW NERVE server-side incremental damage routine / player damage/health is int (not float)
// so I can't allocate 1.5 points per server tick, and 1 is too weak and 2 is too strong.
// solution: allocate damage far less often (MIN_BURN_INTERVAL often) and do more damage.
// That way minimum resolution (1 point) damage changes become less critical.
ent->client->lastBurnTime = level.time;
if ( ( ent->s.onFireEnd > level.time ) && ( ent->health > 0 ) ) {
gentity_t *attacker;
attacker = g_entities + ent->flameBurnEnt;
G_Damage( ent, attacker->parent, attacker->parent, NULL, NULL, 5, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER ); // JPW NERVE was 7
}
}
}
// jpw
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent ) {
if ( ent->aiCharacter ) {
return;
}
if ( ent->waterlevel && ( ent->watertype & CONTENTS_LAVA ) ) { //----(SA) modified since slime is no longer deadly
ent->s.loopSound = level.snd_fry;
} else {
ent->s.loopSound = 0;
}
}
//==============================================================
/*
==============
ClientImpacts
==============
*/
void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
int i, j;
trace_t trace;
gentity_t *other;
memset( &trace, 0, sizeof( trace ) );
for ( i = 0 ; i < pm->numtouch ; i++ ) {
for ( j = 0 ; j < i ; j++ ) {
if ( pm->touchents[j] == pm->touchents[i] ) {
break;
}
}
if ( j != i ) {
continue; // duplicated
}
other = &g_entities[ pm->touchents[i] ];
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ent->touch( ent, other, &trace );
}
if ( !other->touch ) {
continue;
}
other->touch( other, ent, &trace );
}
}
/*
============
G_TouchTriggers
Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void G_TouchTriggers( gentity_t *ent ) {
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
trace_t trace;
vec3_t mins, maxs;
static vec3_t range = { 40, 40, 52 };
if ( !ent->client ) {
return;
}
// dead clients don't activate triggers!
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
return;
}
VectorSubtract( ent->client->ps.origin, range, mins );
VectorAdd( ent->client->ps.origin, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// can't use ent->absmin, because that has a one unit pad
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
for ( i = 0 ; i < num ; i++ ) {
hit = &g_entities[touch[i]];
if ( !hit->touch && !ent->touch ) {
continue;
}
if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
continue;
}
// ignore most entities if a spectator
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
if ( hit->s.eType != ET_TELEPORT_TRIGGER ) {
continue;
}
}
// use seperate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
if ( hit->s.eType == ET_ITEM ) {
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
continue;
}
} else {
// MrE: always use capsule for player
//if ( !trap_EntityContactCapsule( mins, maxs, hit ) ) {
if ( !trap_EntityContact( mins, maxs, hit ) ) {
continue;
}
}
memset( &trace, 0, sizeof( trace ) );
if ( hit->touch ) {
hit->touch( hit, ent, &trace );
}
if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ent->touch( ent, hit, &trace );
}
}
}
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
pmove_t pm;
gclient_t *client;
client = ent->client;
if ( client->sess.spectatorState != SPECTATOR_FOLLOW || !( client->ps.pm_flags & PMF_FOLLOW ) ) {
if ( client->sess.spectatorState == SPECTATOR_FREE ) {
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else {
client->ps.pm_type = PM_SPECTATOR;
}
} else {
client->ps.pm_type = PM_FREEZE;
}
client->ps.speed = 400; // faster than normal
if ( client->ps.sprintExertTime ) {
client->ps.speed *= 3; // (SA) allow sprint in free-cam mode
}
// set up for pmove
memset( &pm, 0, sizeof( pm ) );
pm.ps = &client->ps;
pm.pmext = &client->pmext;
pm.cmd = *ucmd;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
Pmove( &pm ); // JPW NERVE
// Rafael - Activate
// Ridah, made it a latched event (occurs on keydown only)
if ( client->latched_buttons & BUTTON_ACTIVATE ) {
Cmd_Activate_f( ent );
}
// save results of pmove
VectorCopy( client->ps.origin, ent->s.origin );
G_TouchTriggers( ent );
trap_UnlinkEntity( ent );
}
if ( ent->flags & FL_NOFATIGUE ) {
ent->client->ps.sprintTime = 20000;
}
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
//----(SA) added
client->oldwbuttons = client->wbuttons;
client->wbuttons = ucmd->wbuttons;
// attack button cycles through spectators
if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) {
Cmd_FollowCycle_f( ent, 1 );
} else if (
( client->sess.sessionTeam == TEAM_SPECTATOR ) && // don't let dead team players do free fly
( client->sess.spectatorState == SPECTATOR_FOLLOW ) &&
( client->buttons & BUTTON_ACTIVATE ) &&
!( client->oldbuttons & BUTTON_ACTIVATE ) ) {
// code moved to StopFollowing
StopFollowing( ent );
}
}
/*
=================
ClientInactivityTimer
Returns qfalse if the client is dropped
=================
*/
qboolean ClientInactivityTimer( gclient_t *client ) {
if ( !g_inactivity.integer ) {
// give everyone some time, so if the operator sets g_inactivity during
// gameplay, everyone isn't kicked
client->inactivityTime = level.time + 60 * 1000;
client->inactivityWarning = qfalse;
} else if ( client->pers.cmd.forwardmove ||
client->pers.cmd.rightmove ||
client->pers.cmd.upmove ||
( client->pers.cmd.wbuttons & WBUTTON_ATTACK2 ) ||
( client->pers.cmd.buttons & BUTTON_ATTACK ) ) {
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->inactivityWarning = qfalse;
} else if ( !client->pers.localClient ) {
if ( level.time > client->inactivityTime ) {
trap_DropClient( client - level.clients, "Dropped due to inactivity" );
return qfalse;
}
if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
client->inactivityWarning = qtrue;
trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
}
}
return qtrue;
}
/*
==================
ClientTimerActions
Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec ) {
gclient_t *client;
client = ent->client;
client->timeResidual += msec;
while ( client->timeResidual >= 1000 ) {
client->timeResidual -= 1000;
// regenerate
// JPW NERVE, split these completely
if ( g_gametype.integer < GT_WOLF ) {
if ( client->ps.powerups[PW_REGEN] ) {
if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health += 15;
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
ent->health += 2;
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
}
G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
}
} else {
// count down health when over max
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health--;
}
}
}
// JPW NERVE
else { // GT_WOLF
if ( client->ps.powerups[PW_REGEN] ) {
if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health += 3;
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
}
} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 1.12 ) {
ent->health += 2;
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.12 ) {
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.12;
}
}
} else {
// count down health when over max
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health--;
}
}
}
// jpw
// count down armor when over max
if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
client->ps.stats[STAT_ARMOR]--;
}
}
}
/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client ) {
client->ps.eFlags &= ~EF_TALK;
client->ps.eFlags &= ~EF_FIRING;
// the level will exit when everyone wants to or after timeouts
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = client->pers.cmd.buttons;
//----(SA) added
client->oldwbuttons = client->wbuttons;
client->wbuttons = client->pers.cmd.wbuttons;
if ( ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) ||
( client->wbuttons & WBUTTON_ATTACK2 & ( client->oldwbuttons ^ client->wbuttons ) ) ) {
client->readyToExit ^= 1;
}
}
/*
================
ClientEvents
Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
int i;
int event;
gclient_t *client;
int damage;
client = ent->client;
if ( oldEventSequence < client->ps.eventSequence - MAX_EVENTS ) {
oldEventSequence = client->ps.eventSequence - MAX_EVENTS;
}
for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
event = client->ps.events[ i & ( MAX_EVENTS - 1 ) ];
switch ( event ) {
case EV_FALL_NDIE:
//case EV_FALL_SHORT:
case EV_FALL_DMG_10:
case EV_FALL_DMG_15:
case EV_FALL_DMG_25:
//case EV_FALL_DMG_30:
case EV_FALL_DMG_50:
//case EV_FALL_DMG_75:
if ( ent->s.eType != ET_PLAYER ) {
break; // not in the player model
}
if ( g_dmflags.integer & DF_NO_FALLING ) {
break;
}
if ( event == EV_FALL_NDIE ) {
damage = 9999;
} else if ( event == EV_FALL_DMG_50 ) {
damage = 50;
ent->client->ps.pm_time = 1000;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
VectorClear( ent->client->ps.velocity );
} else if ( event == EV_FALL_DMG_25 ) {
damage = 25;
ent->client->ps.pm_time = 250;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
VectorClear( ent->client->ps.velocity );
} else if ( event == EV_FALL_DMG_15 ) {
damage = 15;
ent->client->ps.pm_time = 1000;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
VectorClear( ent->client->ps.velocity );
} else if ( event == EV_FALL_DMG_10 ) {
damage = 10;
ent->client->ps.pm_time = 1000;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
VectorClear( ent->client->ps.velocity );
} else {
damage = 5; // never used
}
G_Damage( ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING );
break;
// JPW NERVE
case EV_TESTID1:
case EV_TESTID2:
case EV_ENDTEST:
break;
// jpw
case EV_FIRE_WEAPON_MG42:
mg42_fire( ent );
break;
case EV_FIRE_WEAPON:
case EV_FIRE_WEAPONB:
case EV_FIRE_WEAPON_LASTSHOT:
FireWeapon( ent );
break;
//----(SA) modified
case EV_USE_ITEM1: // ( HI_MEDKIT ) medkit
case EV_USE_ITEM2: // ( HI_WINE ) wine
case EV_USE_ITEM3: // ( HI_SKULL ) skull of invulnerable
case EV_USE_ITEM4: // ( HI_WATER ) protection from drowning
case EV_USE_ITEM5: // ( HI_ELECTRIC ) protection from electric attacks
case EV_USE_ITEM6: // ( HI_FIRE ) protection from fire attacks
case EV_USE_ITEM7: // ( HI_STAMINA ) restores fatigue bar and sets "nofatigue" for a time period
case EV_USE_ITEM8: // ( HI_BOOK1 )
case EV_USE_ITEM9: // ( HI_BOOK2 )
case EV_USE_ITEM10: // ( HI_BOOK3 )
UseHoldableItem( ent, event - EV_USE_ITEM0 );
break;
//----(SA) end
default:
break;
}
}
}
/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps ) {
/*
gentity_t *t;
int event, seq;
int extEvent, number;
// if there are still events pending
if ( ps->entityEventSequence < ps->eventSequence ) {
// create a temporary entity for this event which is sent to everyone
// except the client generated the event
seq = ps->entityEventSequence & (MAX_EVENTS-1);
event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
// set external event to zero before calling BG_PlayerStateToEntityState
extEvent = ps->externalEvent;
ps->externalEvent = 0;
// create temporary entity for event
t = G_TempEntity( ps->origin, event );
number = t->s.number;
BG_PlayerStateToEntityState( ps, &t->s, qtrue );
t->s.number = number;
t->s.eType = ET_EVENTS + event;
t->s.eFlags |= EF_PLAYER_EVENT;
t->s.otherEntityNum = ps->clientNum;
// send to everyone except the client who generated the event
t->r.svFlags |= SVF_NOTSINGLECLIENT;
t->r.singleClient = ps->clientNum;
// set back external event
ps->externalEvent = extEvent;
}
*/
}
// DHM - Nerve
void WolfFindMedic( gentity_t *self ) {
int i, medic = -1;
gclient_t *cl;
vec3_t start, end, temp;
trace_t tr;
float bestdist = 1024, dist;
self->client->ps.viewlocked_entNum = 0;
self->client->ps.viewlocked = 0;
self->client->ps.stats[STAT_DEAD_YAW] = 999;
VectorCopy( self->s.pos.trBase, start );
start[2] += self->client->ps.viewheight;
for ( i = 0; i < level.numPlayingClients; i++ ) {
cl = &level.clients[ level.sortedClients[i] ];
if ( cl->ps.clientNum == self->client->ps.clientNum ) {
continue;
}
if ( cl->sess.sessionTeam != self->client->sess.sessionTeam ) {
continue;
}
if ( cl->ps.stats[ STAT_HEALTH ] <= 0 ) {
continue;
}
if ( cl->ps.stats[ STAT_PLAYER_CLASS ] != PC_MEDIC ) {
continue;
}
VectorCopy( g_entities[level.sortedClients[i]].s.pos.trBase, end );
end[2] += cl->ps.viewheight;
trap_Trace( &tr, start, NULL, NULL, end, self->s.number, CONTENTS_SOLID );
if ( tr.fraction < 0.95 ) {
continue;
}
VectorSubtract( end, start, end );
dist = VectorNormalize( end );
if ( dist < bestdist ) {
medic = cl->ps.clientNum;
vectoangles( end, temp );
self->client->ps.stats[STAT_DEAD_YAW] = temp[YAW];
bestdist = dist;
}
}
if ( medic >= 0 ) {
self->client->ps.viewlocked_entNum = medic;
self->client->ps.viewlocked = 7;
}
}
void limbo( gentity_t *ent, qboolean makeCorpse ); // JPW NERVE
void reinforce( gentity_t *ent ); // JPW NERVE
void ClientDamage( gentity_t *clent, int entnum, int enemynum, int id ); // NERVE - SMF
/*
==============
ClientThink
This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.
If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent ) {
gclient_t *client;
pmove_t pm;
// vec3_t oldOrigin;
int oldEventSequence;
int msec;
usercmd_t *ucmd;
// JPW NERVE
int i;
vec3_t muzzlebounce;
gitem_t *item;
gentity_t *ent2;
vec3_t velocity, org, offset;
vec3_t angles,mins,maxs;
int weapon;
trace_t tr;
// jpw
// Rafael wolfkick
//int validkick;
//static int wolfkicktimer = 0;
client = ent->client;
// don't think if the client is not yet connected (and thus not yet spawned in)
if ( client->pers.connected != CON_CONNECTED ) {
return;
}
if ( client->cameraPortal ) {
G_SetOrigin( client->cameraPortal, client->ps.origin );
trap_LinkEntity( client->cameraPortal );
VectorCopy( client->cameraOrigin, client->cameraPortal->s.origin2 );
}
// mark the time, so the connection sprite can be removed
ucmd = &ent->client->pers.cmd;
ent->client->ps.identifyClient = ucmd->identClient; // NERVE - SMF
// JPW NERVE -- update counter for capture & hold display
if ( g_gametype.integer == GT_WOLF_CPH ) {
client->ps.stats[STAT_CAPTUREHOLD_RED] = level.capturetimes[TEAM_RED];
client->ps.stats[STAT_CAPTUREHOLD_BLUE] = level.capturetimes[TEAM_BLUE];
}
// jpw
// sanity check the command time to prevent speedup cheating
if ( ucmd->serverTime > level.time + 200 ) {
ucmd->serverTime = level.time + 200;
// G_Printf("serverTime <<<<<\n" );
}
if ( ucmd->serverTime < level.time - 1000 ) {
ucmd->serverTime = level.time - 1000;
// G_Printf("serverTime >>>>>\n" );
}
msec = ucmd->serverTime - client->ps.commandTime;
// following others may result in bad times, but we still want
// to check for follow toggles
if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
return;
/*
// Ridah, fixes savegame timing issue
if (msec < -100) {
client->ps.commandTime = ucmd->serverTime - 100;
msec = 100;
} else {
return;
}
*/
// done.
}
if ( msec > 200 ) {
msec = 200;
}
if ( pmove_msec.integer < 8 ) {
trap_Cvar_Set( "pmove_msec", "8" );
trap_Cvar_Update( &pmove_msec );
} else if ( pmove_msec.integer > 33 ) {
trap_Cvar_Set( "pmove_msec", "33" );
trap_Cvar_Update( &pmove_msec );
}
if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer;
//if (ucmd->serverTime - client->ps.commandTime <= 0)
// return;
}
//
// check for exiting intermission
//
if ( level.intermissiontime ) {
ClientIntermissionThink( client );
return;
}
// spectators don't do much
// DHM - Nerve :: In limbo use SpectatorThink
if ( client->sess.sessionTeam == TEAM_SPECTATOR || client->ps.pm_flags & PMF_LIMBO ) {
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
return;
}
SpectatorThink( ent, ucmd );
return;
}
// JPW NERVE do some time-based muzzle flip -- this never gets touched in single player (see g_weapon.c)
// #define RIFLE_SHAKE_TIME 150 // JPW NERVE this one goes with the commented out old damped "realistic" behavior below
#define RIFLE_SHAKE_TIME 300 // per Id request, longer recoil time
if ( client->sniperRifleFiredTime ) {
if ( level.time - client->sniperRifleFiredTime > RIFLE_SHAKE_TIME ) {
client->sniperRifleFiredTime = 0;
} else {
VectorCopy( client->ps.viewangles,muzzlebounce );
// JPW per Id request, longer recoil time
muzzlebounce[PITCH] -= 2 * cos( 2.5 * ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
muzzlebounce[YAW] += 0.5*client->sniperRifleMuzzleYaw*cos( 1.0 - ( level.time - client->sniperRifleFiredTime ) * 3 / RIFLE_SHAKE_TIME );
muzzlebounce[PITCH] -= 0.25 * random() * ( 1.0f - ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
muzzlebounce[YAW] += 0.5 * crandom() * ( 1.0f - ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
SetClientViewAngle( ent,muzzlebounce );
}
}
if ( client->ps.stats[STAT_PLAYER_CLASS] == PC_MEDIC ) {
if ( level.time > client->ps.powerups[PW_REGEN] + 5000 ) {
client->ps.powerups[PW_REGEN] = level.time;
}
}
// also update weapon recharge time
// JPW drop button drops secondary weapon so new one can be picked up
// TTimo explicit braces to avoid ambiguous 'else'
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
if ( ucmd->wbuttons & WBUTTON_DROP ) {
if ( !client->dropWeaponTime ) {
client->dropWeaponTime = 1; // just latch it for now
if ( ( client->ps.stats[STAT_PLAYER_CLASS] == PC_SOLDIER ) || ( client->ps.stats[STAT_PLAYER_CLASS] == PC_LT ) ) {
for ( i = 0; i < MAX_WEAPS_IN_BANK_MP; i++ ) {
weapon = weapBanksMultiPlayer[3][i];
if ( COM_BitCheck( client->ps.weapons,weapon ) ) {
item = BG_FindItemForWeapon( weapon );
VectorCopy( client->ps.viewangles, angles );
// clamp pitch
if ( angles[PITCH] < -30 ) {
angles[PITCH] = -30;
} else if ( angles[PITCH] > 30 ) {
angles[PITCH] = 30;
}
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 64, offset );
offset[2] += client->ps.viewheight / 2;
VectorScale( velocity, 75, velocity );
velocity[2] += 50 + random() * 35;
VectorAdd( client->ps.origin,offset,org );
VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS );
trap_Trace( &tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID );
VectorCopy( tr.endpos, org );
ent2 = LaunchItem( item, org, velocity, client->ps.clientNum );
COM_BitClear( client->ps.weapons,weapon );
if ( weapon == WP_MAUSER ) {
COM_BitClear( client->ps.weapons,WP_SNIPERRIFLE );
}
// Clear out empty weapon, change to next best weapon
G_AddEvent( ent, EV_NOAMMO, 0 );
i = MAX_WEAPS_IN_BANK_MP;
// show_bug.cgi?id=568
if ( client->ps.weapon == weapon ) {
client->ps.weapon = 0;
}
ent2->count = client->ps.ammoclip[BG_FindClipForWeapon( weapon )];
ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon( weapon )];
client->ps.ammoclip[BG_FindClipForWeapon( weapon )] = 0;
}
}
}
}
} else {
client->dropWeaponTime = 0;
}
}
// jpw
// check for inactivity timer, but never drop the local client of a non-dedicated server
if ( !ClientInactivityTimer( client ) ) {
return;
}
if ( reloading || client->cameraPortal ) {
ucmd->buttons = 0;
ucmd->forwardmove = 0;
ucmd->rightmove = 0;
ucmd->upmove = 0;
ucmd->wbuttons = 0;
ucmd->wolfkick = 0;
if ( client->cameraPortal ) {
client->ps.pm_type = PM_FREEZE;
}
} else if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
} else {
client->ps.pm_type = PM_NORMAL;
}
// set parachute anim condition flag
BG_UpdateConditionValue( ent->s.number, ANIM_COND_PARACHUTE, ( ent->flags & FL_PARACHUTE ) != 0, qfalse );
// all playing clients are assumed to be in combat mode
if ( !client->ps.aiChar ) {
client->ps.aiState = AISTATE_COMBAT;
}
client->ps.gravity = g_gravity.value;
// set speed
client->ps.speed = g_speed.value;
if ( client->ps.powerups[PW_HASTE] ) {
client->ps.speed *= 1.3;
}
// set up for pmove
oldEventSequence = client->ps.eventSequence;
client->currentAimSpreadScale = (float)client->ps.aimSpreadScale / 255.0;
memset( &pm, 0, sizeof( pm ) );
pm.ps = &client->ps;
pm.pmext = &client->pmext;
pm.cmd = *ucmd;
pm.oldcmd = client->pers.oldcmd;
if ( pm.ps->pm_type == PM_DEAD ) {
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
// DHM-Nerve added:: EF_DEAD is checked for in Pmove functions, but wasn't being set
// until after Pmove
pm.ps->eFlags |= EF_DEAD;
// dhm-Nerve end
} else {
pm.tracemask = MASK_PLAYERSOLID;
}
// MrE: always use capsule for AI and player
//pm.trace = trap_TraceCapsule;//trap_Trace;
//DHM - Nerve :: We've gone back to using normal bbox traces
pm.trace = trap_Trace;
pm.pointcontents = trap_PointContents;
pm.debugLevel = g_debugMove.integer;
pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
pm.pmove_msec = pmove_msec.integer;
pm.noWeapClips = ( g_dmflags.integer & DF_NO_WEAPRELOAD ) > 0;
if ( ent->aiCharacter && AICast_NoReload( ent->s.number ) ) {
pm.noWeapClips = qtrue; // ensure AI characters don't use clips if they're not supposed to.
}
// Ridah
// if (ent->r.svFlags & SVF_NOFOOTSTEPS)
// pm.noFootsteps = qtrue;
VectorCopy( client->ps.origin, client->oldOrigin );
// NERVE - SMF
pm.gametype = g_gametype.integer;
pm.ltChargeTime = g_LTChargeTime.integer;
pm.soldierChargeTime = g_soldierChargeTime.integer;
pm.engineerChargeTime = g_engineerChargeTime.integer;
pm.medicChargeTime = g_medicChargeTime.integer;
// -NERVE - SMF
Pmove( &pm );
// server cursor hints
if ( ent->lastHintCheckTime < level.time ) {
G_CheckForCursorHints( ent );
ent->lastHintCheckTime = level.time + FRAMETIME;
}
// DHM - Nerve :: Set animMovetype to 1 if ducking
if ( ent->client->ps.pm_flags & PMF_DUCKED ) {
ent->s.animMovetype = 1;
} else {
ent->s.animMovetype = 0;
}
// save results of pmove
if ( ent->client->ps.eventSequence != oldEventSequence ) {
ent->eventTime = level.time;
ent->r.eventTime = level.time;
}
// Ridah, fixes jittery zombie movement
if ( g_smoothClients.integer ) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
} else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
}
if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
client->fireHeld = qfalse; // for grapple
}
//
// // use the precise origin for linking
// VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
//
// // use the snapped origin for linking so it matches client predicted versions
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy( pm.mins, ent->r.mins );
VectorCopy( pm.maxs, ent->r.maxs );
ent->waterlevel = pm.waterlevel;
ent->watertype = pm.watertype;
// execute client events
ClientEvents( ent, oldEventSequence );
// link entity now, after any personal teleporters have been used
trap_LinkEntity( ent );
if ( !ent->client->noclip ) {
G_TouchTriggers( ent );
}
// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
// store the client's current position for antilag traces
G_StoreClientPosition( ent );
// touch other objects
ClientImpacts( ent, &pm );
// save results of triggers and client events
if ( ent->client->ps.eventSequence != oldEventSequence ) {
ent->eventTime = level.time;
}
// swap and latch button actions
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
client->latched_buttons = client->buttons & ~client->oldbuttons;
// client->latched_buttons |= client->buttons & ~client->oldbuttons; // FIXME:? (SA) MP method (causes problems for us. activate 'sticks')
//----(SA) added
client->oldwbuttons = client->wbuttons;
client->wbuttons = ucmd->wbuttons;
client->latched_wbuttons = client->wbuttons & ~client->oldwbuttons;
// client->latched_wbuttons |= client->wbuttons & ~client->oldwbuttons; // FIXME:? (SA) MP method
// Rafael - Activate
// Ridah, made it a latched event (occurs on keydown only)
if ( client->latched_buttons & BUTTON_ACTIVATE ) {
Cmd_Activate_f( ent );
}
if ( ent->flags & FL_NOFATIGUE ) {
ent->client->ps.sprintTime = 20000;
}
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
// DHM - Nerve
if ( g_gametype.integer >= GT_WOLF ) {
WolfFindMedic( ent );
}
// dhm - end
// wait for the attack button to be pressed
if ( level.time > client->respawnTime ) {
// forcerespawn is to prevent users from waiting out powerups
if ( ( g_gametype.integer != GT_SINGLE_PLAYER ) &&
( g_forcerespawn.integer > 0 ) &&
( ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) &&
( !( ent->client->ps.pm_flags & PMF_LIMBO ) ) ) { // JPW NERVE
// JPW NERVE
if ( g_gametype.integer >= GT_WOLF ) {
limbo( ent, qtrue );
} else {
ClientRespawn( ent );
}
// jpw
return;
}
// DHM - Nerve :: Single player game respawns immediately as before,
// but in multiplayer, require button press before respawn
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
ClientRespawn( ent );
}
// NERVE - SMF - we want to only respawn on jump button now
else if ( ( ucmd->upmove > 0 ) &&
( !( ent->client->ps.pm_flags & PMF_LIMBO ) ) ) { // JPW NERVE
// JPW NERVE
if ( g_gametype.integer >= GT_WOLF ) {
limbo( ent, qtrue );
} else {
ClientRespawn( ent );
}
// jpw
}
// dhm - Nerve :: end
// NERVE - SMF - we want to immediately go to limbo mode if gibbed
else if ( client->ps.stats[STAT_HEALTH] <= GIB_HEALTH && !( ent->client->ps.pm_flags & PMF_LIMBO ) ) {
if ( g_gametype.integer >= GT_WOLF ) {
limbo( ent, qfalse );
} else {
ClientRespawn( ent );
}
}
// -NERVE - SMF
}
return;
}
// perform once-a-second actions
ClientTimerActions( ent, msec );
}
/*
==================
ClientThink
A new command has arrived from the client
==================
*/
void ClientThink( int clientNum ) {
gentity_t *ent;
ent = g_entities + clientNum;
ent->client->pers.oldcmd = ent->client->pers.cmd;
trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
// mark the time we got info, so we can display the
// phone jack if they don't get any for a while
ent->client->lastCmdTime = level.time;
if ( !g_synchronousClients.integer ) {
ClientThink_real( ent );
}
}
void G_RunClient( gentity_t *ent ) {
if ( !g_synchronousClients.integer ) {
return;
}
ent->client->pers.cmd.serverTime = level.time;
ClientThink_real( ent );
}
/*
==================
SpectatorClientEndFrame
==================
*/
void SpectatorClientEndFrame( gentity_t *ent ) {
gclient_t *cl;
int do_respawn = 0; // JPW NERVE
int savedScore; // DHM - Nerve
int savedRespawns; // DHM - Nerve
int savedClass; // NERVE - SMF
int flags;
int testtime;
// if we are doing a chase cam or a remote view, grab the latest info
if ( ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) || ( ent->client->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE for limbo
int clientNum;
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
testtime = level.time % g_redlimbotime.integer;
if ( testtime < ent->client->pers.lastReinforceTime ) {
do_respawn = 1;
}
ent->client->pers.lastReinforceTime = testtime;
} else if ( ent->client->sess.sessionTeam == TEAM_BLUE ) {
testtime = level.time % g_bluelimbotime.integer;
if ( testtime < ent->client->pers.lastReinforceTime ) {
do_respawn = 1;
}
ent->client->pers.lastReinforceTime = testtime;
}
if ( ( g_maxlives.integer > 0 || g_alliedmaxlives.integer > 0 || g_axismaxlives.integer > 0 ) && ent->client->ps.persistant[PERS_RESPAWNS_LEFT] == 0 ) {
do_respawn = 0;
}
if ( do_respawn ) {
reinforce( ent );
return;
}
clientNum = ent->client->sess.spectatorClient;
// team follow1 and team follow2 go to whatever clients are playing
if ( clientNum == -1 ) {
clientNum = level.follow1;
} else if ( clientNum == -2 ) {
clientNum = level.follow2;
}
if ( clientNum >= 0 ) {
cl = &level.clients[ clientNum ];
if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
int ping = ent->client->ps.ping;
// DHM - Nerve :: carry flags over
flags = ( cl->ps.eFlags & ~( EF_VOTED ) ) | ( ent->client->ps.eFlags & ( EF_VOTED ) );
// JPW NERVE -- limbo latch
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR && ent->client->ps.pm_flags & PMF_LIMBO ) {
// abuse do_respawn var
savedScore = ent->client->ps.persistant[PERS_SCORE];
do_respawn = ent->client->ps.pm_time;
savedRespawns = ent->client->ps.persistant[PERS_RESPAWNS_LEFT];
savedClass = ent->client->ps.stats[STAT_PLAYER_CLASS];
ent->client->ps = cl->ps;
ent->client->ps.pm_flags |= PMF_FOLLOW;
ent->client->ps.pm_flags |= PMF_LIMBO;
ent->client->ps.persistant[PERS_RESPAWNS_LEFT] = savedRespawns;
ent->client->ps.pm_time = do_respawn; // put pm_time back
ent->client->ps.persistant[PERS_SCORE] = savedScore; // put score back
ent->client->ps.stats[STAT_PLAYER_CLASS] = savedClass; // NERVE - SMF - put player class back
} else {
ent->client->ps = cl->ps;
ent->client->ps.pm_flags |= PMF_FOLLOW;
}
// jpw
// DHM - Nerve :: carry flags over
ent->client->ps.eFlags = flags;
ent->client->ps.ping = ping;
return;
}
}
if ( ent->client->ps.pm_flags & PMF_FOLLOW ) {
// drop them to free spectators unless they are dedicated camera followers
if ( ent->client->sess.spectatorClient >= 0 ) {
ent->client->sess.spectatorState = SPECTATOR_FREE;
}
ClientBegin( ent->client - level.clients );
}
}
if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
ent->client->ps.pm_flags |= PMF_SCOREBOARD;
} else {
ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
}
}
// DHM - Nerve :: After reviving a player, their contents stay CONTENTS_CORPSE until it is determined
// to be safe to return them to PLAYERSOLID
qboolean StuckInClient( gentity_t *self ) {
gentity_t *hit;
vec3_t hitmin, hitmax;
vec3_t selfmin, selfmax;
int i;
hit = &g_entities[0];
for ( i = 0; i < level.maxclients; i++, hit++ ) {
if ( !hit->inuse ) {
continue;
}
if ( hit == self ) {
continue;
}
if ( !hit->client ) {
continue;
}
if ( !hit->s.solid ) {
continue;
}
if ( hit->health <= 0 ) {
continue;
}
VectorAdd( hit->r.currentOrigin, hit->r.mins, hitmin );
VectorAdd( hit->r.currentOrigin, hit->r.maxs, hitmax );
VectorAdd( self->r.currentOrigin, self->r.mins, selfmin );
VectorAdd( self->r.currentOrigin, self->r.maxs, selfmax );
if ( hitmin[0] > selfmax[0] ) {
continue;
}
if ( hitmax[0] < selfmin[0] ) {
continue;
}
if ( hitmin[1] > selfmax[1] ) {
continue;
}
if ( hitmax[1] < selfmin[1] ) {
continue;
}
if ( hitmin[2] > selfmax[2] ) {
continue;
}
if ( hitmax[2] < selfmin[2] ) {
continue;
}
return qtrue;
}
return qfalse;
}
extern vec3_t playerMins, playerMaxs;
#define WR_PUSHAMOUNT 25
void WolfRevivePushEnt( gentity_t *self, gentity_t *other ) {
vec3_t dir, push;
VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
dir[2] = 0;
VectorNormalizeFast( dir );
VectorScale( dir, WR_PUSHAMOUNT, push );
if ( self->client ) {
VectorAdd( self->s.pos.trDelta, push, self->s.pos.trDelta );
VectorAdd( self->client->ps.velocity, push, self->client->ps.velocity );
}
VectorScale( dir, -WR_PUSHAMOUNT, push );
push[2] = WR_PUSHAMOUNT / 2;
VectorAdd( other->s.pos.trDelta, push, other->s.pos.trDelta );
//VectorAdd( other->client->ps.velocity, push, other->client->ps.velocity );
if ( other->client ) {
VectorAdd( other->client->ps.velocity, push, other->client->ps.velocity );
}
}
void WolfReviveBbox( gentity_t *self ) {
int touch[MAX_GENTITIES];
int num,i, touchnum = 0;
gentity_t *hit = NULL;
vec3_t mins, maxs;
gentity_t *capsulehit = NULL;
VectorAdd( self->r.currentOrigin, playerMins, mins );
VectorAdd( self->r.currentOrigin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
// Arnout, we really should be using capsules, do a quick, more refined test using mover collision
if ( num ) {
capsulehit = G_TestEntityPosition( self );
}
for ( i = 0 ; i < num ; i++ ) {
hit = &g_entities[touch[i]];
if ( hit->client ) {
// ATVI Wolfenstein Misc #467
// don't look at yourself when counting the hits
if ( hit->client->ps.persistant[PERS_HWEAPON_USE] && hit != self ) {
touchnum++;
// Move corpse directly to the person who revived them
if ( self->props_frame_state >= 0 ) {
trap_UnlinkEntity( self );
VectorCopy( g_entities[self->props_frame_state].client->ps.origin, self->client->ps.origin );
VectorCopy( self->client->ps.origin, self->r.currentOrigin );
trap_LinkEntity( self );
// Reset value so we don't continue to warp them
self->props_frame_state = -1;
}
} else if ( hit->health > 0 ) {
if ( hit->s.number != self->s.number ) {
WolfRevivePushEnt( hit, self );
touchnum++;
}
}
} else if ( hit->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY | CONTENTS_PLAYERCLIP ) ) {
// Arnout: if hit is a mover, use capsulehit (this will only work if we touch one mover at a time - situations where you hit two are
// really rare anyway though. The real fix is to move everything to capsule collision detection though
if ( hit->s.eType == ET_MOVER ) {
if ( capsulehit && capsulehit != hit ) {
continue; // we collided with a mover, but we're not stuck in this one
} else {
continue; // we didn't collide with any movers
}
}
WolfRevivePushEnt( hit, self );
touchnum++;
}
}
if ( g_dbgRevive.integer ) {
G_Printf( "WolfReviveBbox: touchnum: %d\n", touchnum );
}
if ( touchnum == 0 ) {
if ( g_dbgRevive.integer ) {
G_Printf( "WolfReviveBbox: Player is solid now!\n" );
}
self->r.contents = CONTENTS_BODY;
}
}
// dhm
/*
==============
ClientEndFrame
Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEndFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
int i;
if ( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || ( ent->client->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE
SpectatorClientEndFrame( ent );
return;
}
if ( !ent->aiCharacter ) {
// turn off any expired powerups
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( i == PW_FIRE || // these aren't dependant on level.time
i == PW_ELECTRIC ||
i == PW_BREATHER ||
i == PW_NOFATIGUE ) {
continue;
}
if ( ent->client->ps.powerups[ i ] < level.time ) {
ent->client->ps.powerups[ i ] = 0;
}
}
}
// save network bandwidth
#if 0
if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
// FIXME: this must change eventually for non-sync demo recording
VectorClear( ent->client->ps.viewangles );
}
#endif
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if ( level.intermissiontime ) {
return;
}
// burn from lava, etc
P_WorldEffects( ent );
// apply all the damage taken this frame
P_DamageFeedback( ent );
// add the EF_CONNECTION flag if we haven't gotten commands recently
if ( level.time - ent->client->lastCmdTime > 1000 ) {
ent->client->ps.eFlags |= EF_CONNECTION;
} else {
ent->client->ps.eFlags &= ~EF_CONNECTION;
}
ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
G_SetClientSound( ent );
// set the latest infor
// Ridah, fixes jittery zombie movement
if ( g_smoothClients.integer ) {
BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, ( ( ent->r.svFlags & SVF_CASTAI ) == 0 ) );
} else {
BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, ( ( ent->r.svFlags & SVF_CASTAI ) == 0 ) );
}
//SendPendingPredictableEvents( &ent->client->ps );
// DHM - Nerve :: If it's been a couple frames since being revived, and props_frame_state
// wasn't reset, go ahead and reset it
if ( ent->props_frame_state >= 0 && ( ( level.time - ent->s.effect3Time ) > 100 ) ) {
ent->props_frame_state = -1;
}
if ( ent->health > 0 && StuckInClient( ent ) ) {
G_DPrintf( "%s is stuck in a client.\n", ent->client->pers.netname );
ent->r.contents = CONTENTS_CORPSE;
}
if ( g_gametype.integer >= GT_WOLF && ent->health > 0 && ent->r.contents == CONTENTS_CORPSE ) {
WolfReviveBbox( ent );
}
// DHM - Nerve :: Reset 'count2' for flamethrower
if ( !( ent->client->buttons & BUTTON_ATTACK ) ) {
ent->count2 = 0;
}
// dhm
}
|