/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 SP 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 SP Source Code. If not, see . In addition, the RTCW SP 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 SP 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->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; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects( gentity_t *ent ) { qboolean envirosuit; int waterlevel; 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 out of air, start drowning if ( ent->client->airOutTime < level.time ) { if ( 0 ) { // 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 ) ) { //----(SA) modified since slime is no longer deadly // (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { 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 ); // play the lava sizzle G_Sound( ent, G_SoundIndex( "sound/world/hurt_me.wav" ) ); // sound gets cached by target_speaker... last minute hack. } // (SA) if (ent->watertype & CONTENTS_SLIME) { // G_Damage (ent, NULL, NULL, NULL, NULL, // 10*waterlevel, 0, MOD_SLIME); // end } } } } // // check for burning from flamethrower // if ( ent->s.onFireEnd > level.time && ( AICast_AllowFlameDamage( ent->s.number ) ) ) { gentity_t *attacker; if ( ent->health > 0 ) { attacker = g_entities + ent->flameBurnEnt; if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE if ( ent->r.svFlags & SVF_CASTAI ) { G_Damage( ent, attacker, attacker, NULL, NULL, 2, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER ); } else if ( ( ent->s.onFireEnd - level.time ) > FIRE_FLASH_TIME / 2 && rand() % 5000 < ( ent->s.onFireEnd - level.time ) ) { // as it fades out, also fade out damage rate G_Damage( ent, attacker, attacker, NULL, NULL, 1, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER ); } } // JPW NERVE else { // JPW NERVE multiplayer flamethrower if ( level.time < ent->s.onFireEnd ) { // flamethrower does total 80 pts damage in multiplayer // (it's short range and hard to hit with) G_Damage( ent, attacker, attacker, NULL, NULL, 2, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER ); } } // jpw } else if ( ent->s.onFireEnd > level.time + 4000 ) { // dead, so sto pthe flames soon ent->s.onFireEnd = level.time + 4000; // stop burning soon } } } /* =============== 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 // if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) 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 ) ) { 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_type = PM_SPECTATOR; 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.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 ); } } /* ================= 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, eventParm; gclient_t *client; int damage; vec3_t dir; int stunTime; //----(SA) added float fallSoundMul; // vec3_t origin, angles; // qboolean fired; // gitem_t *item; // gentity_t *drop; 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 ) ]; eventParm = client->ps.eventParms[ i & ( MAX_EVENTS - 1 ) ]; switch ( event ) { case EV_FALL_NDIE: case EV_FALL_DMG_10: case EV_FALL_DMG_15: case EV_FALL_DMG_25: case EV_FALL_DMG_50: if ( ent->s.eType != ET_PLAYER ) { break; // not in the player model } if ( g_dmflags.integer & DF_NO_FALLING ) { break; } stunTime = 0; //----(SA) added fallSoundMul = 1.0f; // default to normal range //----(SA) FIXME: TODO: hmm, going through here adding surfaceparms it seems that the value for ent->client->ps.pm_time was weird. (1000 for all but dmg_25 which has 250?) if ( event == EV_FALL_NDIE ) { damage = 9999; } else if ( event == EV_FALL_DMG_50 ) { damage = 50; stunTime = 1000; } else if ( event == EV_FALL_DMG_25 ) { damage = 25; stunTime = 250; } else if ( event == EV_FALL_DMG_15 ) { damage = 15; stunTime = 1000; } else if ( event == EV_FALL_DMG_10 ) { damage = 10; stunTime = 1000; } else { damage = 5; // never used } fallSoundMul *= 2; // double range for falls greater than FALL_SHORT if ( eventParm & SURF_SLICK ) { // don't stun when you drop onto slick stunTime = 0; } if ( stunTime ) { ent->client->ps.pm_time = stunTime; ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; VectorClear( ent->client->ps.velocity ); } VectorSet( dir, 0, 0, 1 ); ent->pain_debounce_time = level.time + 200; // no normal pain sound G_Damage( ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING ); // falls through to FALL_SHORT //----(SA) added the audible events for jumping/falling // (SA) right now just do a short range event on all surfaces until surface-specific stuff is working AICast_AudibleEvent( ent->s.number, ent->s.pos.trBase, g_footstepAudibleRange.value ); case EV_FALL_SHORT: // if(eventParm & (SURF_GRAVEL|SURF_GLASS)) fallSoundMul *= 0.5f; // else if(eventParm & SURF_ROOF) fallSoundMul *= 0.75f; // else if(eventParm & SURF_NOSTEPS|SURF_GRASS|SURF_CARPET|SURF_SNOW) fallSoundMul *= 0.0f; // no sound event // // if(fallSoundMul) // AICast_AudibleEvent( ent->s.number, ent->s.pos.trBase, fallSoundMul * g_footstepAudibleRange.value); break; //----(SA) end case EV_FIRE_WEAPON_MG42: case EV_FIRE_WEAPON: case EV_FIRE_WEAPONB: case EV_FIRE_WEAPON_LASTSHOT: FireWeapon( ent ); break; case EV_GRENADE_SUICIDE: if ( !ent->client ) { break; } ent->client->ps.stats[STAT_HEALTH] = ent->health = 0; player_die( ent, ent, ent, 100000, MOD_SUICIDE ); break; //----(SA) added (testing) case EV_FIRE_QUICKGREN: break; // quickgren gone { // don't fire if on mounted weapon if ( ent->client->ps.persistant[PERS_HWEAPON_USE] && ent->active ) { break; } CalcMuzzlePoints( ent, WP_GRENADE_LAUNCHER ); weapon_grenadelauncher_fire( ent, WP_GRENADE_LAUNCHER ); } break; //----(SA) end //----(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: if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // RF, handle footstep sounds if ( ent->client->ps.pm_flags & PMF_DUCKED ) { // no when crouching break; } if ( ent->client->pers.cmd.buttons & BUTTON_WALKING ) { break; } if ( event >= EV_FOOTSTEP && event <= EV_FOOTSTEP_CARPET ) { AICast_AudibleEvent( ent->s.number, ent->s.pos.trBase, g_footstepAudibleRange.value ); } } 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; } */ } void limbo( gentity_t *ent ); // 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; //int i; int monsterslick = 0; vec3_t muzzlebounce; // JPW NERVE // 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; // NERVE - SMF - parse client damage command if ( ucmd->cld ) { int id, enemynum; // NOTE: MAX_CLIENTS currently only needs 7 bits, the rest is for id tag id = ( ucmd->cld >> 7 ); enemynum = ucmd->cld & 0x7F; ClientDamage( ent, ent->client->ps.clientNum, enemynum, id ); } // -NERVE - SMF // 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 ) { // 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" ); } else if ( pmove_msec.integer > 33 ) { trap_Cvar_Set( "pmove_msec", "33" ); } 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; } // NOTE: -------------- SP uses now too // 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 old damped behavior -- feels more like a real rifle (modeled on Remington 700 7.62x51mm w/ 14x scope) /* muzzlebounce[PITCH] -= 2*cos(1.0-(level.time - client->sniperRifleFiredTime)*3/RIFLE_SHAKE_TIME); muzzlebounce[YAW] += client->sniperRifleMuzzleYaw*cos(1.0-(level.time - client->sniperRifleFiredTime)*3/RIFLE_SHAKE_TIME); muzzlebounce[PITCH] -= random()*(1.0f-(level.time - client->sniperRifleFiredTime)/RIFLE_SHAKE_TIME); muzzlebounce[YAW] += crandom()*(1.0f-(level.time - client->sniperRifleFiredTime)/RIFLE_SHAKE_TIME); */ // JPW per Id request, longer recoil time // MP method \/ /* 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); */ // NOTE: ----------------- SP uses this method muzzlebounce[PITCH] -= 0.25*client->sniperRifleMuzzlePitch*cos( 2.5*( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME ); muzzlebounce[YAW] += 0.2*client->sniperRifleMuzzleYaw*cos( 1.0 - ( level.time - client->sniperRifleFiredTime )*3 / RIFLE_SHAKE_TIME ); muzzlebounce[PITCH] -= 0.25*client->sniperRifleMuzzlePitch*random() * ( 1.0f - ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME ); muzzlebounce[YAW] += 0.2 * 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 /* if (g_gametype.integer != GT_SINGLE_PLAYER) { if (client->ps.classWeaponTime < 1.0f) { // FIXME check based on character class client->ps.classWeaponPercent += 0.001; } G_Printf("server %f\n",client->ps.classWeaponPercent); } */ // jpw // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } //----(SA) commented out // clear the rewards if time // if ( level.time > client->rewardTime ) { // client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); // } if ( !saveGamePending && ( g_gametype.integer == GT_SINGLE_PLAYER ) && !( ent->r.svFlags & SVF_CASTAI ) ) { trap_Cvar_Update( &g_missionStats ); if ( strlen( g_missionStats.string ) > 1 ) { // ignore movements and buttons ucmd->buttons = 0; ucmd->forwardmove = 0; ucmd->rightmove = 0; ucmd->upmove = 0; ucmd->wbuttons = 0; ucmd->wolfkick = 0; } else { // age their play time //AICast_AgePlayTime( ent->s.number ); } } if ( ( ( saveGamePending || !ent->aiCharacter ) && g_reloading.integer && ( g_reloading.integer != RELOAD_FAILED ) ) || client->cameraPortal ) { ucmd->buttons = 0; ucmd->forwardmove = 0; ucmd->rightmove = 0; ucmd->upmove = 0; ucmd->wbuttons = 0; ucmd->wolfkick = 0; // freeze player (RELOAD_FAILED still allowed to move/look) if ( client->cameraPortal || ( g_reloading.integer & ( RELOAD_NEXTMAP_WAITING | RELOAD_ENDGAME ) ) ) { VectorClear( client->ps.velocity ); 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.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 = ent->clipmask; } // MrE: always use capsule for AI and player pm.trace = trap_TraceCapsule; //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 ); // perform a pmove #ifdef MISSIONPACK if ( level.intermissionQueued != 0 && g_singlePlayer.integer ) { if ( level.time - level.intermissionQueued >= 1000 ) { pm.cmd.buttons = 0; pm.cmd.forwardmove = 0; pm.cmd.rightmove = 0; pm.cmd.upmove = 0; if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) { trap_SendConsoleCommand( EXEC_APPEND, "centerview\n" ); } ent->client->ps.pm_type = PM_SPINTERMISSION; } } #endif monsterslick = Pmove( &pm ); if ( monsterslick && !( ent->flags & FL_NO_MONSTERSLICK ) ) { { vec3_t dir; vec3_t kvel; vec3_t forward; float angle = 0.0f; // TTimo: init qboolean bogus = qfalse; // NE if ( ( monsterslick & SURF_MONSLICK_N ) && ( monsterslick & SURF_MONSLICK_E ) ) { angle = 45; } // NW else if ( ( monsterslick & SURF_MONSLICK_N ) && ( monsterslick & SURF_MONSLICK_W ) ) { angle = 135; } // N else if ( monsterslick & SURF_MONSLICK_N ) { angle = 90; } // SE else if ( ( monsterslick & SURF_MONSLICK_S ) && ( monsterslick & SURF_MONSLICK_E ) ) { angle = 315; } // SW else if ( ( monsterslick & SURF_MONSLICK_S ) && ( monsterslick & SURF_MONSLICK_W ) ) { angle = 225; } // S else if ( monsterslick & SURF_MONSLICK_S ) { angle = 270; } // E else if ( monsterslick & SURF_MONSLICK_E ) { angle = 0; } // W else if ( monsterslick & SURF_MONSLICK_W ) { angle = 180; } else { bogus = qtrue; } if ( !bogus ) { // when an actor dies test if tag_head is in a contents_solid and stop slide { orientation_t or; trace_t tr; vec3_t start, end; qboolean slide = qtrue; if ( trap_GetTag( ent->s.number, "tag_head", &or ) ) { VectorCopy( or.origin, start ); VectorCopy( start, end ); end[2] += 1.0; trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, ( CONTENTS_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_TRIGGER ) ); if ( tr.contents & CONTENTS_SOLID ) { //VectorClear (pm.ps->velocity); slide = qfalse; // stop checking for slicks ent->flags |= FL_NO_MONSTERSLICK; } if ( slide ) { VectorClear( dir ); dir[YAW] = angle; AngleVectors( dir, forward, NULL, NULL ); VectorScale( forward, 32, kvel ); VectorAdd( pm.ps->velocity, kvel, pm.ps->velocity ); } } } /* VectorClear (dir); dir[YAW] = angle; AngleVectors (dir, forward, NULL, NULL); VectorScale (forward, 32, kvel); VectorAdd (pm.ps->velocity, kvel, pm.ps->velocity); */ } } } else if ( ( ent->health <= 0 ) && !( ent->flags & FL_NO_HEADCHECK ) ) { // move bodies away from walls orientation_t or; vec3_t src, vel; trace_t tr; if ( VectorLength( pm.ps->velocity ) < 100 && trap_InPVS( pm.ps->origin, g_entities[0].s.pos.trBase ) ) { // find the head position if ( trap_GetTag( ent->s.number, "tag_head", &or ) ) { // move up a tad or.origin[2] += 3; // move to tip of head VectorMA( or.origin, 12, or.axis[2], or.origin ); // trace from the base of our bounding box, to the head VectorCopy( pm.ps->origin, src ); src[2] += pm.ps->mins[2] + 3; if ( or.origin[2] < src[2] ) { or.origin[2] = src[2]; // dont let the head sink into the ground (even if it is visually) } trap_Trace( &tr, src, vec3_origin, vec3_origin, or.origin, ent->s.number, MASK_SOLID ); // if we hit something, move away from it if ( !tr.startsolid && !tr.allsolid && tr.fraction < 1.0 ) { // move towards feet VectorSubtract( src, or.origin, vel ); vel[2] = 0; VectorNormalize( vel ); VectorScale( vel, 80 /** (1.0-tr.fraction)*/, vel ); // dont move against current velocity if ( DotProduct( vel, pm.ps->velocity ) >= 0 ) { VectorAdd( pm.ps->velocity, vel, pm.ps->velocity ); if ( VectorLength( pm.ps->velocity ) > 100 ) { VectorNormalize( pm.ps->velocity ); VectorScale( pm.ps->velocity, 100, pm.ps->velocity ); } // stop obeying monsterslick pushes ent->flags |= FL_NO_MONSTERSLICK; } // else { // disable headcheck, otherwise we risk a constant jitter // ent->flags |= FL_NO_HEADCHECK; //} } } } } // RF, prevent guys from standing ontop of each other if ( ent->client->ps.groundEntityNum >= 0 && ent->client->ps.groundEntityNum < MAX_CLIENTS && ( VectorLength( ent->client->ps.velocity ) < 200 ) ) { // give them some random velocity ent->client->ps.velocity[0] += crandom() * 100; ent->client->ps.velocity[1] += crandom() * 100; ent->client->ps.velocity[2] += 200; } // RF, prevent player from standing on a chair which is on a script_mover if ( ent->client->ps.groundEntityNum >= MAX_CLIENTS && ent->client->ps.groundEntityNum < ENTITYNUM_WORLD ) { gentity_t *groundEnt = &g_entities[ent->client->ps.groundEntityNum]; if ( groundEnt->isProp && groundEnt->takedamage && !groundEnt->nopickup ) { // it's a chair, is it on a mover? if ( groundEnt->s.groundEntityNum >= MAX_CLIENTS && groundEnt->s.groundEntityNum < ENTITYNUM_WORLD ) { if ( !Q_stricmp( g_entities[groundEnt->s.groundEntityNum].classname, "script_mover" ) ) { // break it G_Damage( groundEnt, ent, ent, NULL, NULL, 9999, 0, MOD_CRUSH ); } } } } // RF, no events while waiting for a loadgame if ( saveGamePending ) { memset( client->ps.events, 0, sizeof( client->ps.events ) ); memset( client->ps.eventParms, 0, sizeof( client->ps.eventParms ) ); client->ps.eventSequence = 0; } // server cursor hints G_CheckForCursorHints( ent ); //----(SA) added // get this for the clients ent->s.animMovetype = BG_GetConditionValue( ent->s.number, ANIM_COND_MOVETYPE, qtrue ); // Rafael Kick if ( ucmd->wolfkick && ent->health > 0 ) { validkick = Cmd_WolfKick_f( ent ); if ( validkick ) { wolfkicktimer = level.time + 1000; } } if ( ent->client->ps.persistant[PERS_WOLFKICK] && !ent->melee && !( ent->active ) ) { if ( wolfkicktimer < level.time ) { ent->client->ps.persistant[PERS_WOLFKICK] = 0; } else { ent->client->ps.persistant[PERS_WOLFKICK] = (int) ( 22 - ( ( wolfkicktimer - level.time ) / 50 ) ); if ( ent->client->ps.persistant[PERS_WOLFKICK] > 8 ) { ent->client->ps.persistant[PERS_WOLFKICK] = 0; } } } else if ( ent->melee ) { if ( wolfkicktimer > level.time ) { ent->client->ps.persistant[PERS_WOLFKICK] = 0; if ( ent->health <= 0 ) { ent->melee = NULL; ent->client->ps.eFlags &= ~EF_MELEE_ACTIVE; } else { ent->melee->s.density = (int) ( 22 - ( ( wolfkicktimer - level.time ) / 50 ) ); if ( ent->melee->s.density > 12 ) { ent->melee->s.density = 1; } } } else { ent->melee->s.density = 1; } } // done // Ridah, allow AI Cast's to evaluate results of their pmove's // DHM - Nerve :: Don't do this in multiplayer if ( g_gametype.integer == GT_SINGLE_PLAYER ) { extern void AICast_EvaluatePmove( int clientnum, pmove_t *pm ); AICast_EvaluatePmove( ent->s.number, &pm ); } // done. // save results of pmove if ( ent->client->ps.eventSequence != oldEventSequence ) { ent->eventTime = level.time; ent->r.eventTime = level.time; } // RF, AI needs to be interpolated, so use the old method (which sets TR_INTERPOLATE) if ( g_smoothClients.integer && !( ent->r.svFlags & SVF_CASTAI ) ) { 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 ) ); } 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 ); // 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; } // Ridah, AI's don't respawn if ( !( ent->r.svFlags & SVF_CASTAI ) ) { // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 ) { // 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 ); } else { respawn( 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 ) { respawn( ent ); } // pressing attack or use is the normal respawn method else if ( ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) && ( !( ent->client->ps.pm_flags & PMF_LIMBO ) ) ) { // JPW NERVE // JPW NERVE if ( g_gametype.integer >= GT_WOLF ) { limbo( ent ); } else { respawn( ent ); } // jpw } // dhm - Nerve :: end } return; } } // done. // 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_syncronousClients.integer ) { ClientThink_real( ent ); } // Ridah, let the AI think now if ( g_gametype.integer == GT_SINGLE_PLAYER && !( ent->r.svFlags & SVF_CASTAI ) ) { AICast_StartFrame( level.time /*ent->client->pers.cmd.serverTime*/ ); //AICast_StartServerFrame ( level.time ); } // done. } void G_RunClient( gentity_t *ent ) { if ( !g_syncronousClients.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 static int lastRedReinforceTime = 0, lastBlueReinforceTime = 0; 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; // JPW NERVE check if it's time to respawn limbo players back into game // G_Printf("rlt=%d blt=%d diff=%d\n",g_redlimbotime.integer,g_bluelimbotime.integer, level.time - level.redReinforceTime); // new way, based on constant spawnrates if ( ent->client->sess.sessionTeam == TEAM_RED ) { testtime = level.time % g_redlimbotime.integer; if ( testtime < lastRedReinforceTime ) { do_respawn = 1; } lastRedReinforceTime = testtime; } else if ( ent->client->sess.sessionTeam == TEAM_BLUE ) { testtime = level.time % g_bluelimbotime.integer; if ( testtime < lastBlueReinforceTime ) { do_respawn = 1; } lastBlueReinforceTime = testtime; } if ( do_respawn ) { reinforce( ent ); return; } /* old way, based on first guy to die if (ent->client->ps.pm_flags & PMF_LIMBO) { if (ent->client->sess.sessionTeam == TEAM_RED) { ent->client->ps.pm_time = g_redlimbotime.integer - (level.time - level.redReinforceTime); if (ent->client->ps.pm_time < 0) { do_respawn = 1; level.redReinforceTime = level.time+6000; // JPW NERVE 5 sec min delay } } if (ent->client->sess.sessionTeam == TEAM_BLUE) { ent->client->ps.pm_time = g_bluelimbotime.integer - (level.time - level.blueReinforceTime); if (ent->client->ps.pm_time < 0) { do_respawn = 1; level.blueReinforceTime = level.time+6000; // JPW NERVE 5 sec min delay } } } if (do_respawn) { reinforce(ent); return; } */ // jpw 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 ) { // flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); // JPW NERVE -- limbo latch if ( 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; ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; ent->client->ps.pm_flags |= PMF_LIMBO; ent->client->ps.pm_time = do_respawn; // put pm_time back ent->client->ps.persistant[PERS_SCORE] = savedScore; // put score back } else { ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; } // jpw // ent->client->ps.eFlags = flags; return; } else { // 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; } } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame( gentity_t *ent ) { int i; clientPersistant_t *pers; if ( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || ( ent->client->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; if ( !ent->aiCharacter ) { // turn off any expired powerups for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( i == PW_NOFATIGUE ) { // not dependant on level.time 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->s.eFlags |= EF_CONNECTION; } else { ent->s.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 :: Only in single player... // Ridah, if they are using a dangerous weapon, let AI do their avoidance if ( g_gametype.integer == GT_SINGLE_PLAYER ) { switch ( ent->client->ps.weapon ) { case WP_TESLA: // fear the tesla AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM, TESLA_RANGE + 150, 0.5, 0.6, ( ent->client->buttons & BUTTON_ATTACK ? qtrue : qfalse ) ); break; case WP_MONSTER_ATTACK1: if ( ent->aiCharacter == AICHAR_ZOMBIE ) { AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM | DANGER_FLAMES, FLAMETHROWER_RANGE + 150, 0.5, 0.8, qtrue ); } break; case WP_MONSTER_ATTACK2: if ( ent->aiCharacter == AICHAR_ZOMBIE ) { if ( ent->client->ps.eFlags & EF_MONSTER_EFFECT ) { AICast_CheckDangerousEntity( ent, 0, 4000, 0.5, 0.8, qtrue ); } } break; case WP_MONSTER_ATTACK3: if ( ent->aiCharacter == AICHAR_LOPER ) { AICast_CheckDangerousEntity( ent, 0, LOPER_GROUND_RANGE + 100, 0.5, 0.8, qtrue ); } break; case WP_FLAMETHROWER: // fear the flamethrower AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM | DANGER_FLAMES, FLAMETHROWER_RANGE + 150, 0.5, 0.8, ( ent->client->buttons & BUTTON_ATTACK ? qtrue : qfalse ) ); break; case WP_VENOM: // avoid the venom AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM, 4000, 0.5, 0.8, ( ent->client->buttons & BUTTON_ATTACK ? qtrue : qfalse ) ); break; case WP_PANZERFAUST: // just predict a rocket attack, rather than waiting for them to fire, then avoiding AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM, 1000, 0.5, 0.8, ( ent->client->buttons & BUTTON_ATTACK ? qtrue : qfalse ) ); break; case WP_GRENADE_PINEAPPLE: case WP_GRENADE_LAUNCHER: // if they are wearing down a grenade fuse, we should be very afraid if ( ent->client->ps.grenadeTimeLeft && ent->client->ps.grenadeTimeLeft < 3000 ) { AICast_CheckDangerousEntity( ent, DANGER_CLIENTAIM, 1000, 0.5, 0.9, qtrue ); } break; } } // dhm }