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diff --git a/src/game/g_active.c.orig b/src/game/g_active.c.orig
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-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-Copyright (C) 2000-2009 Darklegion Development
-
-This file is part of Tremulous.
-
-Tremulous 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 2 of the License,
-or (at your option) any later version.
-
-Tremulous 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 Tremulous; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "g_local.h"
-
-/* To create useful and interesting cuboids (like ladders), the ability to specify
- * custom surface flags for buildings was needed. This is what the following function
- * was written for. It replaces the regular tracing function in PM code (also on the
- * client side, grep for CG_PMTraceHack). This function also takes into account
- * the modelindex of the entity it found and adjusts the surfaceFlags output
- * accordingly. This way custom surface flags for buildings can be done without
- * messing around with the PM code or the engine itself.
- */
-void G_PMTraceHack(trace_t *results,const vec3_t start,const vec3_t mins,const vec3_t maxs,const vec3_t end,int passEntityNum,int contentmask )
-{
- int modelindex;
- trap_Trace(results,start,mins,maxs,end,passEntityNum,contentmask);
- if(results->entityNum!=ENTITYNUM_NONE)
- {
- modelindex=g_entities[results->entityNum].s.modelindex;
- if(modelindex>=CUBOID_FIRST&&modelindex<=CUBOID_LAST&&(g_entities[results->entityNum].s.eFlags&EF_B_SPAWNED))
- results->surfaceFlags|=BG_CuboidAttributes(modelindex)->surfaceFlags;
- }
-}
-
-
-/*
-===============
-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( !PM_Live( client->ps.pm_type ) )
- 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 > 255 )
- count = 255;
-
- // 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->pain_debounce_time = level.time + 700;
- G_AddEvent( player, EV_PAIN, player->health > 255 ? 255 : player->health );
- client->ps.damageEvent++;
- }
-
-
- 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 )
-{
- int waterlevel;
-
- if( ent->client->noclip )
- {
- ent->client->airOutTime = level.time + 12000; // don't need air
- return;
- }
-
- waterlevel = ent->waterlevel;
-
- //
- // check for drowning
- //
- if( waterlevel == 3 )
- {
- // if out of air, start drowning
- if( ent->client->airOutTime < level.time)
- {
- // 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, CHAN_VOICE, G_SoundIndex( "*drown.wav" ) );
- else if( rand( ) < RAND_MAX / 2 + 1 )
- G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp1.wav" ) );
- else
- G_Sound( ent, CHAN_VOICE, 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 | CONTENTS_SLIME ) ) )
- {
- if( ent->health > 0 &&
- ent->pain_debounce_time <= level.time )
- {
- if( ent->watertype & CONTENTS_LAVA )
- {
- G_Damage( ent, NULL, NULL, NULL, NULL,
- 30 * waterlevel, 0, MOD_LAVA );
- }
-
- if( ent->watertype & CONTENTS_SLIME )
- {
- G_Damage( ent, NULL, NULL, NULL, NULL,
- 10 * waterlevel, 0, MOD_SLIME );
- }
- }
- }
-}
-
-
-
-/*
-===============
-G_SetClientSound
-===============
-*/
-void G_SetClientSound( gentity_t *ent )
-{
- if( ent->waterlevel && ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
- ent->client->ps.loopSound = level.snd_fry;
- else
- ent->client->ps.loopSound = 0;
-}
-
-
-
-//==============================================================
-
-/*
-==============
-ClientShove
-==============
-*/
-static int GetClientMass( gentity_t *ent )
-{
- int entMass = 100;
-
- if( ent->client->pers.teamSelection == TEAM_ALIENS )
- entMass = BG_Class( ent->client->pers.classSelection )->health;
- else if( ent->client->pers.teamSelection == TEAM_HUMANS )
- {
- if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) )
- entMass *= 2;
- }
- else
- return 0;
- return entMass;
-}
-
-static void ClientShove( gentity_t *ent, gentity_t *victim )
-{
- vec3_t dir, push;
- float force;
- int entMass, vicMass;
-
- // Don't push if the entity is not trying to move
- if( !ent->client->pers.cmd.rightmove && !ent->client->pers.cmd.forwardmove &&
- !ent->client->pers.cmd.upmove )
- return;
-
- // Cannot push enemy players unless they are walking on the player
- if( !OnSameTeam( ent, victim ) &&
- victim->client->ps.groundEntityNum != ent - g_entities )
- return;
-
- // Shove force is scaled by relative mass
- entMass = GetClientMass( ent );
- vicMass = GetClientMass( victim );
- if( vicMass <= 0 || entMass <= 0 )
- return;
- force = g_shove.value * entMass / vicMass;
- if( force < 0 )
- force = 0;
- if( force > 150 )
- force = 150;
-
- // Give the victim some shove velocity
- VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir );
- VectorNormalizeFast( dir );
- VectorScale( dir, force, push );
- VectorAdd( victim->client->ps.velocity, push, victim->client->ps.velocity );
-
- // Set the pmove timer so that the other client can't cancel
- // out the movement immediately
- if( !victim->client->ps.pm_time )
- {
- int time;
-
- time = force * 2 + 0.5f;
- if( time < 50 )
- time = 50;
- if( time > 200 )
- time = 200;
- victim->client->ps.pm_time = time;
- victim->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
- }
-}
-
-/*
-==============
-ClientImpacts
-==============
-*/
-void ClientImpacts( gentity_t *ent, pmove_t *pm )
-{
- int i;
- trace_t trace;
- gentity_t *other;
-
- // clear a fake trace struct for touch function
- memset( &trace, 0, sizeof( trace ) );
-
- for( i = 0; i < pm->numtouch; i++ )
- {
- other = &g_entities[ pm->touchents[ i ] ];
-
- // see G_UnlaggedDetectCollisions(), this is the inverse of that.
- // if our movement is blocked by another player's real position,
- // don't use the unlagged position for them because they are
- // blocking or server-side Pmove() from reaching it
- if( other->client && other->client->unlaggedCalc.used )
- other->client->unlaggedCalc.used = qfalse;
-
- // tyrant impact attacks
- if( ent->client->ps.weapon == WP_ALEVEL4 )
- {
- G_ChargeAttack( ent, other );
- G_CrushAttack( ent, other );
- }
-
- // shove players
- if( ent->client && other->client )
- ClientShove( ent, other );
-
- // touch triggers
- if( other->touch )
- 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;
- vec3_t pmins, pmaxs;
- static vec3_t range = { 10, 10, 10 };
-
- if( !ent->client )
- return;
-
- // dead clients don't activate triggers!
- if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 )
- return;
-
- BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ],
- pmins, pmaxs, NULL, NULL, NULL );
-
- VectorAdd( ent->client->ps.origin, pmins, mins );
- VectorAdd( ent->client->ps.origin, pmaxs, maxs );
-
- VectorSubtract( mins, range, mins );
- VectorAdd( maxs, 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.spectatorState != SPECTATOR_NOT )
- {
- if( hit->s.eType != ET_TELEPORT_TRIGGER &&
- // this is ugly but adding a new ET_? type will
- // most likely cause network incompatibilities
- hit->touch != Touch_DoorTrigger )
- {
- //check for manually triggered doors
- manualTriggerSpectator( hit, ent );
- continue;
- }
- }
-
- if( !trap_EntityContact( mins, maxs, hit ) )
- continue;
-
- memset( &trace, 0, sizeof( trace ) );
-
- if( hit->touch )
- hit->touch( hit, ent, &trace );
- }
-}
-
-/*
-=================
-SpectatorThink
-=================
-*/
-void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
-{
- pmove_t pm;
- gclient_t *client;
- int clientNum;
- qboolean attack1, attack3, following, queued;
-
- client = ent->client;
-
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
-
- attack1 = ( client->buttons & BUTTON_ATTACK ) &&
- !( client->oldbuttons & BUTTON_ATTACK );
- attack3 = ( client->buttons & BUTTON_USE_HOLDABLE ) &&
- !( client->oldbuttons & BUTTON_USE_HOLDABLE );
-
- // We are in following mode only if we are following a non-spectating client
- following = client->sess.spectatorState == SPECTATOR_FOLLOW;
- if( following )
- {
- clientNum = client->sess.spectatorClient;
- if( clientNum < 0 || clientNum > level.maxclients ||
- !g_entities[ clientNum ].client ||
- g_entities[ clientNum ].client->sess.spectatorState != SPECTATOR_NOT )
- following = qfalse;
- }
-
- // Check to see if we are in the spawn queue
- if( client->pers.teamSelection == TEAM_ALIENS )
- queued = G_SearchSpawnQueue( &level.alienSpawnQueue, ent - g_entities );
- else if( client->pers.teamSelection == TEAM_HUMANS )
- queued = G_SearchSpawnQueue( &level.humanSpawnQueue, ent - g_entities );
- else
- queued = qfalse;
-
- // Wants to get out of spawn queue
- if( attack1 && queued )
- {
- if( client->sess.spectatorState == SPECTATOR_FOLLOW )
- G_StopFollowing( ent );
- if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
- G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
- else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
- G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
- client->pers.classSelection = PCL_NONE;
- client->ps.stats[ STAT_CLASS ] = PCL_NONE;
- client->ps.pm_flags &= ~PMF_QUEUED;
- queued = qfalse;
- }
- else if( attack1 )
- {
- // Wants to get into spawn queue
- if( client->sess.spectatorState == SPECTATOR_FOLLOW )
- G_StopFollowing( ent );
- if( client->pers.teamSelection == TEAM_NONE )
- G_TriggerMenu( client->ps.clientNum, MN_TEAM );
- else if( client->pers.teamSelection == TEAM_ALIENS )
- G_TriggerMenu( client->ps.clientNum, MN_A_CLASS );
- else if( client->pers.teamSelection == TEAM_HUMANS )
- G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN );
- }
-
- // We are either not following anyone or following a spectator
- if( !following )
- {
- if( client->sess.spectatorState == SPECTATOR_LOCKED ||
- client->sess.spectatorState == SPECTATOR_FOLLOW )
- client->ps.pm_type = PM_FREEZE;
- else if( client->noclip )
- client->ps.pm_type = PM_NOCLIP;
- else
- client->ps.pm_type = PM_SPECTATOR;
-
- if( queued )
- client->ps.pm_flags |= PMF_QUEUED;
-
- client->ps.speed = client->pers.flySpeed;
- client->ps.stats[ STAT_STAMINA ] = 0;
- client->ps.stats[ STAT_MISC ] = 0;
- client->buildTimer=0;
- client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
- client->ps.stats[ STAT_CLASS ] = PCL_NONE;
- client->ps.weapon = WP_NONE;
-
- // Set up for pmove
- memset( &pm, 0, sizeof( pm ) );
- pm.ps = &client->ps;
- pm.pmext = &client->pmext;
- pm.cmd = *ucmd;
- pm.tracemask = MASK_DEADSOLID; // spectators can fly through bodies
- pm.trace = G_PMTraceHack;
- pm.pointcontents = trap_PointContents;
-
- // Perform a pmove
- Pmove( &pm );
-
- // Save results of pmove
- VectorCopy( client->ps.origin, ent->s.origin );
-
- G_TouchTriggers( ent );
- trap_UnlinkEntity( ent );
-
- // Set the queue position and spawn count for the client side
- if( client->ps.pm_flags & PMF_QUEUED )
- {
- if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
- {
- client->ps.persistant[ PERS_QUEUEPOS ] =
- G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
- client->ps.persistant[ PERS_SPAWNS ] = level.numAlienSpawns;
- }
- else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
- {
- client->ps.persistant[ PERS_QUEUEPOS ] =
- G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
- client->ps.persistant[ PERS_SPAWNS ] = level.numHumanSpawns;
- }
- }
- }
-}
-
-
-
-/*
-=================
-ClientInactivityTimer
-
-Returns qfalse if the client is dropped
-=================
-*/
-qboolean ClientInactivityTimer( gentity_t *ent )
-{
- gclient_t *client = ent->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.buttons & BUTTON_ATTACK ) )
- {
- client->inactivityTime = level.time + g_inactivity.integer * 1000;
- client->inactivityWarning = qfalse;
- }
- else if( !client->pers.localClient )
- {
- if( level.time > client->inactivityTime &&
- !G_admin_permission( ent, ADMF_ACTIVITY ) )
- {
- trap_DropClient( client - level.clients, "Dropped due to inactivity" );
- return qfalse;
- }
-
- if( level.time > client->inactivityTime - 10000 &&
- !client->inactivityWarning &&
- !G_admin_permission( ent, ADMF_ACTIVITY ) )
- {
- 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;
- usercmd_t *ucmd;
- int aForward, aRight;
- qboolean walking = qfalse, stopped = qfalse,
- crouched = qfalse, jumping = qfalse,
- strafing = qfalse;
- int i;
-
- ucmd = &ent->client->pers.cmd;
-
- aForward = abs( ucmd->forwardmove );
- aRight = abs( ucmd->rightmove );
-
- if( aForward == 0 && aRight == 0 )
- stopped = qtrue;
- else if( aForward <= 64 && aRight <= 64 )
- walking = qtrue;
-
- if( aRight > 0 )
- strafing = qtrue;
-
- if( ucmd->upmove > 0 )
- jumping = qtrue;
- else if( ent->client->ps.pm_flags & PMF_DUCKED )
- crouched = qtrue;
-
- client = ent->client;
- client->time100 += msec;
- client->time1000 += msec;
- client->time10000 += msec;
-
- while ( client->time100 >= 100 )
- {
- weapon_t weapon = BG_GetPlayerWeapon( &client->ps );
-
- client->time100 -= 100;
-
- // Restore or subtract stamina
- if( stopped || client->ps.pm_type == PM_JETPACK )
- client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE;
- else if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) &&
- !( client->buttons & BUTTON_WALKING ) ) // walk overrides sprint
- client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE;
- else if( walking || crouched )
- client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE;
-
- // Check stamina limits
- if( client->ps.stats[ STAT_STAMINA ] > STAMINA_MAX )
- client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
- else if( client->ps.stats[ STAT_STAMINA ] < -STAMINA_MAX )
- client->ps.stats[ STAT_STAMINA ] = -STAMINA_MAX;
-
- if( weapon == WP_ABUILD || weapon == WP_ABUILD2 ||
- BG_InventoryContainsWeapon( WP_HBUILD, client->ps.stats ) )
- {
- client->buildTimer-=MIN(100,client->buildTimer);
- G_RecalcBuildTimer(client);
- }
-
- switch( weapon )
- {
- case WP_ABUILD:
- case WP_ABUILD2:
- case WP_HBUILD:
-
- // Set validity bit on buildable
- if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
- {
- int dist = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->buildDist;
- vec3_t dummy, dummy2;
-
- if( G_CanBuild( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT,
- dist, dummy, dummy2, client->cuboidSelection ) == IBE_NONE )
- client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT;
- else
- client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT;
-
- // Let the client know which buildables will be removed by building
- for( i = 0; i < MAX_MISC; i++ )
- {
- if( i < level.numBuildablesForRemoval )
- client->ps.misc[ i ] = level.markedBuildables[ i ]->s.number;
- else
- client->ps.misc[ i ] = 0;
- }
- }
- else
- {
- for( i = 0; i < MAX_MISC; i++ )
- client->ps.misc[ i ] = 0;
- }
- break;
-
- default:
- break;
- }
-
- if( ent->client->pers.teamSelection == TEAM_HUMANS &&
- ( client->ps.stats[ STAT_STATE ] & SS_HEALING_2X ) )
- {
- int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime );
-
- if( remainingStartupTime < 0 )
- {
- if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
- ent->client->medKitHealthToRestore &&
- ent->client->ps.pm_type != PM_DEAD )
- {
- ent->client->medKitHealthToRestore--;
- ent->health++;
- }
- else
- ent->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_2X;
- }
- else
- {
- if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
- ent->client->medKitHealthToRestore &&
- ent->client->ps.pm_type != PM_DEAD )
- {
- //partial increase
- if( level.time > client->medKitIncrementTime )
- {
- ent->client->medKitHealthToRestore--;
- ent->health++;
-
- client->medKitIncrementTime = level.time +
- ( remainingStartupTime / MEDKIT_STARTUP_SPEED );
- }
- }
- else
- ent->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_2X;
- }
- }
-
- //use fuel
- if( BG_InventoryContainsUpgrade( UP_JETPACK, ent->client->ps.stats ) &&
- BG_UpgradeIsActive( UP_JETPACK, ent->client->ps.stats ) &&
- ent->client->ps.stats[ STAT_FUEL ] > 0 )
- {
- ent->client->ps.stats[ STAT_FUEL ] -= JETPACK_FUEL_USAGE;
- if( ent->client->ps.stats[ STAT_FUEL ] <= 0 )
- {
- ent->client->ps.stats[ STAT_FUEL ] = 0;
- BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
- BG_AddPredictableEventToPlayerstate( EV_JETPACK_DEACTIVATE, 0, &client->ps );
- }
- }
-
- //biores
- if( BG_InventoryContainsUpgrade( UP_BIORES, ent->client->ps.stats ) &&
- ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] )
- {
- float hp, dmod;
-
- dmod = MIN( level.time - ent->lastDamageTime, 3000 ) / 3000.0f;
- hp = (float)ent->health / ent->client->ps.stats[ STAT_MAX_HEALTH ];
- ent->client->bioresHealTimer += (BIORES_EQUATION) * 10 * dmod;
- }
-
- if( ent->client->bioresHealTimer >= 100 )
- {
- int delta;
-
- delta = ent->client->bioresHealTimer / 100;
- ent->health = MAX( MIN( ent->health+delta, ent->client->ps.stats[ STAT_MAX_HEALTH ] ), 1 );
-
- ent->client->bioresHealTimer %= 100;
- }
-
- }
-
- while( client->time1000 >= 1000 )
- {
- client->time1000 -= 1000;
-
- //client is poisoned
- if( client->ps.stats[ STAT_STATE ] & SS_POISONED )
- {
- int damage = ALIEN_POISON_DMG;
-
- if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) )
- damage -= BSUIT_POISON_PROTECTION;
-
- if( BG_InventoryContainsUpgrade( UP_HELMET_MK1, client->ps.stats ) )
- damage -= HELMET_MK1_POISON_PROTECTION;
-
- if( BG_InventoryContainsUpgrade( UP_HELMET_MK2, client->ps.stats ) )
- damage -= HELMET_MK2_POISON_PROTECTION;
-
- if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) )
- damage -= LIGHTARMOUR_POISON_PROTECTION;
-
- if( BG_InventoryContainsUpgrade( UP_BIORES, client->ps.stats ) )
- damage *= BIORES_POISON_MODIFIER;
-
- G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL,
- 0, damage, 0, MOD_POISON );
- }
-
- // turn off life support when a team admits defeat
- if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS &&
- level.surrenderTeam == TEAM_ALIENS )
- {
- G_Damage( ent, NULL, NULL, NULL, NULL,
- BG_Class( client->ps.stats[ STAT_CLASS ] )->regenRate,
- DAMAGE_NO_ARMOR, MOD_SUICIDE );
- }
- else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS &&
- level.surrenderTeam == TEAM_HUMANS )
- {
- G_Damage( ent, NULL, NULL, NULL, NULL, 5, DAMAGE_NO_ARMOR, MOD_SUICIDE );
- }
-
- // lose some voice enthusiasm
- if( client->voiceEnthusiasm > 0.0f )
- client->voiceEnthusiasm -= VOICE_ENTHUSIASM_DECAY;
- else
- client->voiceEnthusiasm = 0.0f;
-
- client->pers.aliveSeconds++;
- if( g_freeFundPeriod.integer > 0 &&
- client->pers.aliveSeconds % g_freeFundPeriod.integer == 0 )
- {
- // Give clients some credit periodically
- if( G_TimeTilSuddenDeath( ) > 0 )
- {
- if( client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
- G_AddCreditToClient( client, FREEKILL_ALIEN, qtrue );
- else if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
- G_AddCreditToClient( client, FREEKILL_HUMAN, qtrue );
- }
- }
- }
-
- while( client->time10000 >= 10000 )
- {
- client->time10000 -= 10000;
-
- if( ent->client->ps.weapon == WP_ABUILD ||
- ent->client->ps.weapon == WP_ABUILD2 )
- {
- AddScore( ent, ALIEN_BUILDER_SCOREINC );
- }
- else if( ent->client->ps.weapon == WP_HBUILD )
- {
- AddScore( ent, HUMAN_BUILDER_SCOREINC );
- }
-
- // Give score to basis that healed other aliens
- if( ent->client->pers.hasHealed )
- {
- if( client->ps.weapon == WP_ALEVEL1 )
- AddScore( ent, LEVEL1_REGEN_SCOREINC );
- else if( client->ps.weapon == WP_ALEVEL1_UPG )
- AddScore( ent, LEVEL1_UPG_REGEN_SCOREINC );
-
- ent->client->pers.hasHealed = qfalse;
- }
- }
-
- // Regenerate Adv. Dragoon barbs
- if( client->ps.weapon == WP_ALEVEL3_UPG )
- {
- if( client->ps.ammo < BG_Weapon( WP_ALEVEL3_UPG )->maxAmmo )
- {
- if( ent->timestamp + LEVEL3_BOUNCEBALL_REGEN < level.time )
- {
- client->ps.ammo++;
- ent->timestamp = level.time;
- }
- }
- else
- ent->timestamp = level.time;
- }
-}
-
-/*
-====================
-ClientIntermissionThink
-====================
-*/
-void ClientIntermissionThink( gclient_t *client )
-{
- client->ps.eFlags &= ~EF_FIRING;
- client->ps.eFlags &= ~EF_FIRING2;
-
- // 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;
- if( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) )
- 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;
- vec3_t dir;
- vec3_t point, mins;
- float fallDistance;
- class_t class;
-
- client = ent->client;
- class = client->ps.stats[ STAT_CLASS ];
-
- if( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS )
- oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
-
- for( i = oldEventSequence; i < client->ps.eventSequence; i++ )
- {
- event = client->ps.events[ i & ( MAX_PS_EVENTS - 1 ) ];
-
- switch( event )
- {
- case EV_FALL_MEDIUM:
- case EV_FALL_FAR:
- if( ent->s.eType != ET_PLAYER )
- break; // not in the player model
-
- fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) /
- ( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE );
-
- if( fallDistance < 0.0f )
- fallDistance = 0.0f;
- else if( fallDistance > 1.0f )
- fallDistance = 1.0f;
-
- damage = (int)( (float)BG_Class( class )->health *
- BG_Class( class )->fallDamage * fallDistance );
-
- VectorSet( dir, 0, 0, 1 );
- BG_ClassBoundingBox( class, mins, NULL, NULL, NULL, NULL );
- mins[ 0 ] = mins[ 1 ] = 0.0f;
- VectorAdd( client->ps.origin, mins, point );
-
- ent->pain_debounce_time = level.time + 200; // no normal pain sound
- G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING );
- break;
-
- case EV_FIRE_WEAPON:
- FireWeapon( ent );
- break;
-
- case EV_FIRE_WEAPON2:
- FireWeapon2( ent );
- break;
-
- case EV_FIRE_WEAPON3:
- FireWeapon3( ent );
- break;
-
- case EV_NOAMMO:
- break;
-
- 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 who generated the event
- seq = ps->entityEventSequence & ( MAX_PS_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;
- }
-}
-
-/*
-==============
- G_UnlaggedStore
-
- Called on every server frame. Stores position data for the client at that
- into client->unlaggedHist[] and the time into level.unlaggedTimes[].
- This data is used by G_UnlaggedCalc()
-==============
-*/
-void G_UnlaggedStore( void )
-{
- int i = 0;
- gentity_t *ent;
- unlagged_t *save;
-
- if( !g_unlagged.integer )
- return;
- level.unlaggedIndex++;
- if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS )
- level.unlaggedIndex = 0;
-
- level.unlaggedTimes[ level.unlaggedIndex ] = level.time;
-
- for( i = 0; i < level.maxclients; i++ )
- {
- ent = &g_entities[ i ];
- save = &ent->client->unlaggedHist[ level.unlaggedIndex ];
- save->used = qfalse;
- if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
- continue;
- if( ent->client->pers.connected != CON_CONNECTED )
- continue;
- VectorCopy( ent->r.mins, save->mins );
- VectorCopy( ent->r.maxs, save->maxs );
- VectorCopy( ent->s.pos.trBase, save->origin );
- save->used = qtrue;
- }
-}
-
-/*
-==============
- G_UnlaggedClear
-
- Mark all unlaggedHist[] markers for this client invalid. Useful for
- preventing teleporting and death.
-==============
-*/
-void G_UnlaggedClear( gentity_t *ent )
-{
- int i;
-
- for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
- ent->client->unlaggedHist[ i ].used = qfalse;
-}
-
-/*
-==============
- G_UnlaggedCalc
-
- Loops through all active clients and calculates their predicted position
- for time then stores it in client->unlaggedCalc
-==============
-*/
-void G_UnlaggedCalc( int time, gentity_t *rewindEnt )
-{
- int i = 0;
- gentity_t *ent;
- int startIndex = level.unlaggedIndex;
- int stopIndex = -1;
- int frameMsec = 0;
- float lerp = 0.5f;
-
- if( !g_unlagged.integer )
- return;
-
- // clear any calculated values from a previous run
- for( i = 0; i < level.maxclients; i++ )
- {
- ent = &g_entities[ i ];
- ent->client->unlaggedCalc.used = qfalse;
- }
-
- for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
- {
- if( level.unlaggedTimes[ startIndex ] <= time )
- break;
- stopIndex = startIndex;
- if( --startIndex < 0 )
- startIndex = MAX_UNLAGGED_MARKERS - 1;
- }
- if( i == MAX_UNLAGGED_MARKERS )
- {
- // if we searched all markers and the oldest one still isn't old enough
- // just use the oldest marker with no lerping
- lerp = 0.0f;
- }
-
- // client is on the current frame, no need for unlagged
- if( stopIndex == -1 )
- return;
-
- // lerp between two markers
- frameMsec = level.unlaggedTimes[ stopIndex ] -
- level.unlaggedTimes[ startIndex ];
- if( frameMsec > 0 )
- {
- lerp = ( float )( time - level.unlaggedTimes[ startIndex ] ) /
- ( float )frameMsec;
- }
-
- for( i = 0; i < level.maxclients; i++ )
- {
- ent = &g_entities[ i ];
- if( ent == rewindEnt )
- continue;
- if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
- continue;
- if( ent->client->pers.connected != CON_CONNECTED )
- continue;
- if( !ent->client->unlaggedHist[ startIndex ].used )
- continue;
- if( !ent->client->unlaggedHist[ stopIndex ].used )
- continue;
-
- // between two unlagged markers
- VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins,
- ent->client->unlaggedHist[ stopIndex ].mins,
- ent->client->unlaggedCalc.mins );
- VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs,
- ent->client->unlaggedHist[ stopIndex ].maxs,
- ent->client->unlaggedCalc.maxs );
- VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin,
- ent->client->unlaggedHist[ stopIndex ].origin,
- ent->client->unlaggedCalc.origin );
-
- ent->client->unlaggedCalc.used = qtrue;
- }
-}
-
-/*
-==============
- G_UnlaggedOff
-
- Reverses the changes made to all active clients by G_UnlaggedOn()
-==============
-*/
-void G_UnlaggedOff( void )
-{
- int i = 0;
- gentity_t *ent;
-
- if( !g_unlagged.integer )
- return;
-
- for( i = 0; i < level.maxclients; i++ )
- {
- ent = &g_entities[ i ];
- if( !ent->client->unlaggedBackup.used )
- continue;
- VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins );
- VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs );
- VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin );
- ent->client->unlaggedBackup.used = qfalse;
- trap_LinkEntity( ent );
- }
-}
-
-/*
-==============
- G_UnlaggedOn
-
- Called after G_UnlaggedCalc() to apply the calculated values to all active
- clients. Once finished tracing, G_UnlaggedOff() must be called to restore
- the clients' position data
-
- As an optimization, all clients that have an unlagged position that is
- not touchable at "range" from "muzzle" will be ignored. This is required
- to prevent a huge amount of trap_LinkEntity() calls per user cmd.
-==============
-*/
-
-void G_UnlaggedOn( gentity_t *attacker, vec3_t muzzle, float range )
-{
- int i = 0;
- gentity_t *ent;
- unlagged_t *calc;
-
- if( !g_unlagged.integer )
- return;
-
- if( !attacker->client->pers.useUnlagged )
- return;
-
- for( i = 0; i < level.maxclients; i++ )
- {
- ent = &g_entities[ i ];
- calc = &ent->client->unlaggedCalc;
-
- if( !calc->used )
- continue;
- if( ent->client->unlaggedBackup.used )
- continue;
- if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
- continue;
- if( VectorCompare( ent->r.currentOrigin, calc->origin ) )
- continue;
- if( muzzle )
- {
- float r1 = Distance( calc->origin, calc->maxs );
- float r2 = Distance( calc->origin, calc->mins );
- float maxRadius = ( r1 > r2 ) ? r1 : r2;
-
- if( Distance( muzzle, calc->origin ) > range + maxRadius )
- continue;
- }
-
- // create a backup of the real positions
- VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins );
- VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs );
- VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin );
- ent->client->unlaggedBackup.used = qtrue;
-
- // move the client to the calculated unlagged position
- VectorCopy( calc->mins, ent->r.mins );
- VectorCopy( calc->maxs, ent->r.maxs );
- VectorCopy( calc->origin, ent->r.currentOrigin );
- trap_LinkEntity( ent );
- }
-}
-/*
-==============
- G_UnlaggedDetectCollisions
-
- cgame prediction will predict a client's own position all the way up to
- the current time, but only updates other player's positions up to the
- postition sent in the most recent snapshot.
-
- This allows player X to essentially "move through" the position of player Y
- when player X's cmd is processed with Pmove() on the server. This is because
- player Y was clipping player X's Pmove() on his client, but when the same
- cmd is processed with Pmove on the server it is not clipped.
-
- Long story short (too late): don't use unlagged positions for players who
- were blocking this player X's client-side Pmove(). This makes the assumption
- that if player X's movement was blocked in the client he's going to still
- be up against player Y when the Pmove() is run on the server with the
- same cmd.
-
- NOTE: this must be called after Pmove() and G_UnlaggedCalc()
-==============
-*/
-static void G_UnlaggedDetectCollisions( gentity_t *ent )
-{
- unlagged_t *calc;
- trace_t tr;
- float r1, r2;
- float range;
-
- if( !g_unlagged.integer )
- return;
-
- if( !ent->client->pers.useUnlagged )
- return;
-
- calc = &ent->client->unlaggedCalc;
-
- // if the client isn't moving, this is not necessary
- if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) )
- return;
-
- range = Distance( ent->client->oldOrigin, ent->client->ps.origin );
-
- // increase the range by the player's largest possible radius since it's
- // the players bounding box that collides, not their origin
- r1 = Distance( calc->origin, calc->mins );
- r2 = Distance( calc->origin, calc->maxs );
- range += ( r1 > r2 ) ? r1 : r2;
-
- G_UnlaggedOn( ent, ent->client->oldOrigin, range );
-
- trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs,
- ent->client->ps.origin, ent->s.number, MASK_PLAYERSOLID );
- if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS )
- g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse;
-
- G_UnlaggedOff( );
-}
-
-/*
-==============
-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;
- int oldEventSequence;
- int msec;
- usercmd_t *ucmd;
-
- 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;
-
- // mark the time, so the connection sprite can be removed
- ucmd = &ent->client->pers.cmd;
-
- // 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;
-
- if( msec > 200 )
- msec = 200;
-
- client->unlaggedTime = ucmd->serverTime;
-
- 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
- if( client->sess.spectatorState != SPECTATOR_NOT )
- {
- if( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
- return;
-
- SpectatorThink( ent, ucmd );
- return;
- }
-
- G_namelog_update_score( client );
-
- // check for inactivity timer, but never drop the local client of a non-dedicated server
- if( !ClientInactivityTimer( ent ) )
- return;
-
- // calculate where ent is currently seeing all the other active clients
- G_UnlaggedCalc( ent->client->unlaggedTime, ent );
-
- if( client->noclip )
- client->ps.pm_type = PM_NOCLIP;
- else if( client->ps.stats[ STAT_HEALTH ] <= 0 )
- client->ps.pm_type = PM_DEAD;
- else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ||
- client->ps.stats[ STAT_STATE ] & SS_GRABBED )
- client->ps.pm_type = PM_GRABBED;
- else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
- client->ps.pm_type = PM_JETPACK;
- else
- client->ps.pm_type = PM_NORMAL;
-
- if( ( client->ps.stats[ STAT_STATE ] & SS_GRABBED ) &&
- client->grabExpiryTime < level.time )
- client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED;
-
- if( ( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ) &&
- client->lastLockTime + LOCKBLOB_LOCKTIME < level.time )
- client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED;
-
- if( ( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED ) &&
- client->lastSlowTime + ABUILDER_BLOB_TIME < level.time )
- client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED;
-
- // Update boosted state flags
- client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTEDWARNING;
- if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED )
- {
- if( level.time - client->boostedTime >= BOOST_TIME )
- client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED;
- else if( level.time - client->boostedTime >= BOOST_WARN_TIME )
- client->ps.stats[ STAT_STATE ] |= SS_BOOSTEDWARNING;
- }
-
- // Check if poison cloud has worn off
- if( ( client->ps.eFlags & EF_POISONCLOUDED ) &&
- BG_PlayerPoisonCloudTime( &client->ps ) - level.time +
- client->lastPoisonCloudedTime <= 0 )
- client->ps.eFlags &= ~EF_POISONCLOUDED;
-
- if( client->ps.stats[ STAT_STATE ] & SS_POISONED &&
- client->lastPoisonTime + ALIEN_POISON_TIME < level.time )
- client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
-
- client->ps.gravity = g_gravity.value;
-
- if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) &&
- BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) )
- {
- //if currently using a medkit or have no need for a medkit now
- if( client->ps.stats[ STAT_STATE ] & SS_HEALING_2X ||
- ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] &&
- !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) )
- {
- BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
- }
- else if( client->ps.stats[ STAT_HEALTH ] > 0 )
- {
- //remove anti toxin
- BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
- BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats );
-
- client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
- client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME;
-
- client->ps.stats[ STAT_STATE ] |= SS_HEALING_2X;
- client->lastMedKitTime = level.time;
- client->medKitHealthToRestore =
- client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ];
- client->medKitIncrementTime = level.time +
- ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED );
-
- G_AddEvent( ent, EV_MEDKIT_USED, 0 );
- }
- }
-
- // Replenish alien health
- if( level.surrenderTeam != client->pers.teamSelection &&
- ent->nextRegenTime >= 0 && ent->nextRegenTime < level.time )
- {
- float regenRate =
- BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->regenRate;
-
- if( ent->health <= 0 || ent->nextRegenTime < 0 || regenRate == 0 )
- ent->nextRegenTime = -1; // no regen
- else
- {
- int entityList[ MAX_GENTITIES ];
- int i, num;
- int count, interval;
- vec3_t range, mins, maxs;
- float modifier = 1.0f;
-
- VectorSet( range, REGEN_BOOST_RANGE, REGEN_BOOST_RANGE,
- REGEN_BOOST_RANGE );
- VectorAdd( client->ps.origin, range, maxs );
- VectorSubtract( client->ps.origin, range, mins );
-
- num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
- for( i = 0; i < num; i++ )
- {
- gentity_t *boost = &g_entities[ entityList[ i ] ];
-
- if( Distance( client->ps.origin, boost->s.origin ) > REGEN_BOOST_RANGE )
- continue;
-
- if( modifier < BOOSTER_REGEN_MOD && boost->s.eType == ET_BUILDABLE &&
- boost->s.modelindex == BA_A_BOOSTER && boost->spawned &&
- boost->health > 0 && boost->powered )
- {
- modifier = BOOSTER_REGEN_MOD;
- continue;
- }
-
- if( boost->s.eType == ET_PLAYER && boost->client &&
- boost->client->pers.teamSelection ==
- ent->client->pers.teamSelection && boost->health > 0 )
- {
- class_t class = boost->client->ps.stats[ STAT_CLASS ];
- qboolean didBoost = qfalse;
-
- if( class == PCL_ALIEN_LEVEL1 && modifier < LEVEL1_REGEN_MOD )
- {
- modifier = LEVEL1_REGEN_MOD;
- didBoost = qtrue;
- }
- else if( class == PCL_ALIEN_LEVEL1_UPG &&
- modifier < LEVEL1_UPG_REGEN_MOD )
- {
- modifier = LEVEL1_UPG_REGEN_MOD;
- didBoost = qtrue;
- }
-
- if( didBoost && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] )
- boost->client->pers.hasHealed = qtrue;
- }
- }
-
- // Transmit heal rate to the client so it can be displayed on the HUD
- client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE;
- client->ps.stats[ STAT_STATE ] &= ~( SS_HEALING_2X | SS_HEALING_3X );
- if( modifier == 1.0f && !G_FindCreep( ent ) )
- {
- client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_ACTIVE;
- modifier *= ALIEN_REGEN_NOCREEP_MOD;
- }
- else if( modifier >= 3.0f )
- client->ps.stats[ STAT_STATE ] |= SS_HEALING_3X;
- else if( modifier >= 2.0f )
- client->ps.stats[ STAT_STATE ] |= SS_HEALING_2X;
-
- interval = 1000 / ( regenRate * modifier );
- // if recovery interval is less than frametime, compensate
- count = 1 + ( level.time - ent->nextRegenTime ) / interval;
-
- ent->health += count;
- ent->nextRegenTime += count * interval;
-
- // if at max health, clear damage counters
- if( ent->health >= client->ps.stats[ STAT_MAX_HEALTH ] )
- {
- ent->health = client->ps.stats[ STAT_MAX_HEALTH ];
- for( i = 0; i < MAX_CLIENTS; i++ )
- ent->credits[ i ] = 0;
- }
- }
- }
-
- if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) &&
- BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) )
- {
- int lastWeapon = ent->s.weapon;
-
- //remove grenade
- BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats );
- BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats );
-
- //M-M-M-M-MONSTER HACK
- ent->s.weapon = WP_GRENADE;
- FireWeapon( ent );
- ent->s.weapon = lastWeapon;
- }
-
- // set speed
- if( client->ps.pm_type == PM_NOCLIP )
- client->ps.speed = client->pers.flySpeed;
- else
- client->ps.speed = g_speed.value *
- BG_Class( client->ps.stats[ STAT_CLASS ] )->speed;
-
- if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time )
- client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;
-
- //randomly disable the jet pack if damaged
- if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) &&
- BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
- {
- if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time )
- {
- if( random( ) > JETPACK_DISABLE_CHANCE )
- client->ps.pm_type = PM_NORMAL;
- }
-
- //switch jetpack off if no reactor
- //if( !G_Reactor( ) )
- // BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
- }
-
- // set up for pmove
- oldEventSequence = client->ps.eventSequence;
-
- memset( &pm, 0, sizeof( pm ) );
-
- if( ent->flags & FL_FORCE_GESTURE )
- {
- ent->flags &= ~FL_FORCE_GESTURE;
- ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
- }
-
- // clear fall velocity before every pmove
- client->pmext.fallVelocity = 0.0f;
-
- pm.ps = &client->ps;
- pm.pmext = &client->pmext;
- pm.cmd = *ucmd;
-
- if( pm.ps->pm_type == PM_DEAD )
- pm.tracemask = MASK_DEADSOLID;
- else
- pm.tracemask = MASK_PLAYERSOLID;
-
- pm.trace = G_PMTraceHack;
- pm.pointcontents = trap_PointContents;
- pm.debugLevel = g_debugMove.integer;
- pm.noFootsteps = 0;
-
- pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
- pm.pmove_msec = pmove_msec.integer;
-
- VectorCopy( client->ps.origin, client->oldOrigin );
-
- // moved from after Pmove -- potentially the cause of
- // future triggering bugs
- if( !ent->client->noclip )
- G_TouchTriggers( ent );
-
- Pmove( &pm );
-
- G_UnlaggedDetectCollisions( ent );
-
- // save results of pmove
- if( ent->client->ps.eventSequence != oldEventSequence )
- ent->eventTime = level.time;
-
- 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 );
-
- switch( client->ps.weapon )
- {
- case WP_ALEVEL0:
- if( !CheckVenomAttack( ent ) )
- {
- client->ps.weaponstate = WEAPON_READY;
- }
- else
- {
- client->ps.generic1 = WPM_PRIMARY;
- G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
- }
- break;
-
- case WP_ALEVEL1:
- case WP_ALEVEL1_UPG:
- CheckGrabAttack( ent );
- break;
-
- case WP_ALEVEL3:
- case WP_ALEVEL3_UPG:
- if( !CheckPounceAttack( ent ) )
- {
- client->ps.weaponstate = WEAPON_READY;
- }
- else
- {
- client->ps.generic1 = WPM_SECONDARY;
- G_AddEvent( ent, EV_FIRE_WEAPON2, 0 );
- }
- break;
-
- case WP_ALEVEL4:
- // If not currently in a trample, reset the trample bookkeeping data
- if( !( client->ps.pm_flags & PMF_CHARGE ) && client->trampleBuildablesHitPos )
- {
- ent->client->trampleBuildablesHitPos = 0;
- memset( ent->client->trampleBuildablesHit, 0, sizeof( ent->client->trampleBuildablesHit ) );
- }
- break;
-
- case WP_HBUILD:
- CheckCkitRepair( ent );
- break;
-
- default:
- break;
- }
-
- SendPendingPredictableEvents( &ent->client->ps );
-
- if( !( ent->client->ps.eFlags & EF_FIRING ) )
- client->fireHeld = qfalse; // for grapple
- if( !( ent->client->ps.eFlags & EF_FIRING2 ) )
- client->fire2Held = qfalse;
-
- // 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;
-
- // touch other objects
- ClientImpacts( ent, &pm );
-
- // execute client events
- ClientEvents( ent, oldEventSequence );
-
- // link entity now, after any personal teleporters have been used
- trap_LinkEntity( ent );
-
- // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
- VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
- VectorCopy( ent->client->ps.origin, ent->s.origin );
-
- // save results of triggers and client events
- if( ent->client->ps.eventSequence != oldEventSequence )
- ent->eventTime = level.time;
-
- // Don't think anymore if dead
- if( client->ps.stats[ STAT_HEALTH ] <= 0 )
- return;
-
- // swap and latch button actions
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
- client->latched_buttons |= client->buttons & ~client->oldbuttons;
-
- if( ( client->buttons & BUTTON_USE_EVOLVE ) && !( client->oldbuttons & BUTTON_USE_EVOLVE ) &&
- client->ps.stats[ STAT_HEALTH ] > 0 )
- {
- trace_t trace;
- vec3_t eyes, view, point;
- gentity_t *traceEnt;
-
-#define USE_OBJECT_RANGE 64
-
- int entityList[ MAX_GENTITIES ];
- vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE };
- vec3_t mins, maxs;
- int i, num;
-
- // look for object infront of player
- AngleVectors( client->ps.viewangles, view, NULL, NULL );
- BG_GetClientViewOrigin( &client->ps, eyes ); // !@#CUBOID
- VectorMA( eyes, USE_OBJECT_RANGE, view, point );
-
- trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT );
- traceEnt = &g_entities[ trace.entityNum ];
-
- if( traceEnt && traceEnt->buildableTeam == client->ps.stats[ STAT_TEAM ] && traceEnt->use )
- traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
- else
- {
- //no entity in front of player - do a small area search
-
- VectorAdd( client->ps.origin, range, maxs );
- VectorSubtract( client->ps.origin, range, mins );
-
- num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
- for( i = 0; i < num; i++ )
- {
- traceEnt = &g_entities[ entityList[ i ] ];
-
- if( traceEnt && traceEnt->buildableTeam == client->ps.stats[ STAT_TEAM ] && traceEnt->use )
- {
- traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
- break;
- }
- }
-
- if( i == num && client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
- {
- if( BG_AlienCanEvolve( client->ps.stats[ STAT_CLASS ],
- client->pers.credit,
- g_alienStage.integer ) )
- {
- //no nearby objects and alien - show class menu
- G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST );
- }
- else
- {
- //flash frags
- G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 );
- }
- }
- }
- }
-
- client->ps.persistant[ PERS_BP ] = G_GetBuildPoints( client->ps.origin,
- client->ps.stats[ STAT_TEAM ] );
- client->ps.persistant[ PERS_MARKEDBP ] = G_GetMarkedBuildPoints( client->ps.origin,
- client->ps.stats[ STAT_TEAM ] );
-
- if( client->ps.persistant[ PERS_BP ] < 0 )
- client->ps.persistant[ PERS_BP ] = 0;
-
- // perform once-a-second actions
- ClientTimerActions( ent, msec );
-
- if( ent->suicideTime > 0 && ent->suicideTime < level.time )
- {
- ent->flags &= ~FL_GODMODE;
- ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
- player_die( ent, ent, ent, 100000, MOD_SUICIDE );
-
- ent->suicideTime = 0;
- }
-}
-
-/*
-==================
-ClientThink
-
-A new command has arrived from the client
-==================
-*/
-void ClientThink( int clientNum )
-{
- gentity_t *ent;
-
- ent = g_entities + clientNum;
- 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 clientNum;
- int score, ping;
-
- // if we are doing a chase cam or a remote view, grab the latest info
- if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
- {
- clientNum = ent->client->sess.spectatorClient;
- if( clientNum >= 0 && clientNum < level.maxclients )
- {
- cl = &level.clients[ clientNum ];
- if( cl->pers.connected == CON_CONNECTED )
- {
- score = ent->client->ps.persistant[ PERS_SCORE ];
- ping = ent->client->ps.ping;
-
- // Copy
- ent->client->ps = cl->ps;
-
- // Restore
- ent->client->ps.persistant[ PERS_SCORE ] = score;
- ent->client->ps.ping = ping;
-
- ent->client->ps.pm_flags |= PMF_FOLLOW;
- ent->client->ps.pm_flags &= ~PMF_QUEUED;
- }
- }
- }
-}
-
-/*
-==============
-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 )
-{
- clientPersistant_t *pers;
-
- if( ent->client->sess.spectatorState != SPECTATOR_NOT )
- {
- SpectatorClientEndFrame( ent );
- return;
- }
-
- pers = &ent->client->pers;
-
- //
- // 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...
-
- // respawn if dead
- if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 && level.time >= ent->client->respawnTime )
- respawn( ent );
-
- G_SetClientSound( ent );
-
- // set the latest infor
- 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 );
-
- SendPendingPredictableEvents( &ent->client->ps );
-}
-