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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 );
+}
+