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diff --git a/src/game/g_active.c b/src/game/g_active.c
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-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program 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, or (at your option)
- * any later version.
- *
- * This program 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 this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "g_local.h"
-
-/*
-===============
-G_DamageFeedback
-
-Called just before a snapshot is sent to the given player.
-Totals up all damage and generates both the player_state_t
-damage values to that client for pain blends and kicks, and
-global pain sound events for all clients.
-===============
-*/
-void P_DamageFeedback( gentity_t *player ) {
- gclient_t *client;
- float count;
- vec3_t angles;
-
- client = player->client;
- if ( client->ps.pm_type == PM_DEAD ) {
- return;
- }
-
- // total points of damage shot at the player this frame
- count = client->damage_blood + client->damage_armor;
- if ( count == 0 ) {
- return; // didn't take any damage
- }
-
- if ( count > 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 );
- 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 ) {
- qboolean envirosuit;
- int waterlevel;
-
- if ( ent->client->noclip ) {
- ent->client->airOutTime = level.time + 12000; // don't need air
- return;
- }
-
- waterlevel = ent->waterlevel;
-
- envirosuit = /*ent->client->ps.powerups[PW_BATTLESUIT]*/ 0 > level.time;
-
- //
- // check for drowning
- //
- if ( waterlevel == 3 ) {
- // envirosuit give air
- if ( envirosuit ) {
- ent->client->airOutTime = level.time + 10000;
- }
-
- // 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()&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 ( envirosuit ) {
- G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
- } else {
- if (ent->watertype & CONTENTS_LAVA) {
- G_Damage (ent, NULL, NULL, NULL, NULL,
- 30*waterlevel, 0, MOD_LAVA);
- }
-
- 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;
- }
-}
-
-
-
-//==============================================================
-
-/*
-==============
-ClientImpacts
-==============
-*/
-void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
- int i, j;
- trace_t trace;
- gentity_t *other;
-
- memset( &trace, 0, sizeof( trace ) );
- for (i=0 ; i<pm->numtouch ; i++) {
- for (j=0 ; j<i ; j++) {
- if (pm->touchents[j] == pm->touchents[i] ) {
- break;
- }
- }
- if (j != i) {
- continue; // duplicated
- }
- other = &g_entities[ pm->touchents[i] ];
-
- if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
- ent->touch( ent, other, &trace );
- }
-
- if ( !other->touch ) {
- continue;
- }
-
- other->touch( other, ent, &trace );
- }
-
-}
-
-/*
-============
-G_TouchTriggers
-
-Find all trigger entities that ent's current position touches.
-Spectators will only interact with teleporters.
-============
-*/
-void G_TouchTriggers( gentity_t *ent ) {
- int i, num;
- int touch[MAX_GENTITIES];
- gentity_t *hit;
- trace_t trace;
- vec3_t mins, maxs;
- static vec3_t range = { 40, 40, 52 };
-
- if ( !ent->client ) {
- return;
- }
-
- // dead clients don't activate triggers!
- if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
- return;
- }
-
- VectorSubtract( ent->client->ps.origin, range, mins );
- VectorAdd( ent->client->ps.origin, range, maxs );
-
- num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
-
- // can't use ent->absmin, because that has a one unit pad
- VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
- VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
-
- for ( i=0 ; i<num ; i++ ) {
- hit = &g_entities[touch[i]];
-
- if ( !hit->touch && !ent->touch ) {
- continue;
- }
- if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
- continue;
- }
-
- // ignore most entities if a spectator
- if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
- if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
- // this is ugly but adding a new ET_? type will
- // most likely cause network incompatibilities
- hit->touch != Touch_DoorTrigger) {
- continue;
- }
- }
-
- // use seperate code for determining if an item is picked up
- // so you don't have to actually contact its bounding box
- if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) {
- if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
- continue;
- }
- } else {
- if ( !trap_EntityContact( mins, maxs, hit ) ) {
- continue;
- }
- }
-
- memset( &trace, 0, sizeof(trace) );
-
- if ( hit->touch ) {
- hit->touch (hit, ent, &trace);
- }
-
- if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
- ent->touch( ent, hit, &trace );
- }
- }
-
- // if we didn't touch a jump pad this pmove frame
- if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
- ent->client->ps.jumppad_frame = 0;
- ent->client->ps.jumppad_ent = 0;
- }
-}
-
-/*
-=================
-SpectatorThink
-=================
-*/
-void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
- pmove_t pm;
- gclient_t *client;
-
- client = ent->client;
-
- if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
-
- if( client->sess.spectatorState == SPECTATOR_LOCKED )
- client->ps.pm_type = PM_FREEZE;
- else
- client->ps.pm_type = PM_SPECTATOR;
-
- client->ps.speed = 400; // faster than normal
-
- // set up for pmove
- memset (&pm, 0, sizeof(pm));
- pm.ps = &client->ps;
- pm.cmd = *ucmd;
- pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
- pm.trace = trap_Trace;
- pm.pointcontents = trap_PointContents;
-
- // perform a pmove
- Pmove (&pm);
-
- // save results of pmove
- VectorCopy( client->ps.origin, ent->s.origin );
-
- G_TouchTriggers( ent );
- trap_UnlinkEntity( ent );
- }
-
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
-
- if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
- {
- if( client->pers.pteam == PTE_NONE )
- {
- G_AddPredictableEvent( ent, EV_MENU, MN_TEAM );
- }
- else if( client->pers.pteam == PTE_DROIDS )
- {
- G_AddPredictableEvent( ent, EV_MENU, MN_DROID );
- }
- else if( client->pers.pteam == PTE_HUMANS )
- {
- G_AddPredictableEvent( ent, EV_MENU, MN_HUMAN );
- }
- }
-
- // attack button cycles through spectators
- //TA: messes with the menus
- /*if ( ( client->buttons & BUTTON_ATTACK ) &&
- !( client->oldbuttons & BUTTON_ATTACK ) &&
- ( client->sess.spectatorState != SPECTATOR_LOCKED ) )
- Cmd_FollowCycle_f( ent, 1 );*/
-}
-
-
-
-/*
-=================
-ClientInactivityTimer
-
-Returns qfalse if the client is dropped
-=================
-*/
-qboolean ClientInactivityTimer( gclient_t *client ) {
- if ( ! g_inactivity.integer ) {
- // give everyone some time, so if the operator sets g_inactivity during
- // gameplay, everyone isn't kicked
- client->inactivityTime = level.time + 60 * 1000;
- client->inactivityWarning = qfalse;
- } else if ( client->pers.cmd.forwardmove ||
- client->pers.cmd.rightmove ||
- client->pers.cmd.upmove ||
- (client->pers.cmd.buttons & BUTTON_ATTACK) ) {
- client->inactivityTime = level.time + g_inactivity.integer * 1000;
- client->inactivityWarning = qfalse;
- } else if ( !client->pers.localClient ) {
- if ( level.time > client->inactivityTime ) {
- trap_DropClient( client - level.clients, "Dropped due to inactivity" );
- return qfalse;
- }
- if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
- client->inactivityWarning = qtrue;
- trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
- }
- }
- return qtrue;
-}
-
-/*
-==================
-ClientTimerActions
-
-Actions that happen once a second
-==================
-*/
-void ClientTimerActions( gentity_t *ent, int msec ) {
- gclient_t *client;
-
- client = ent->client;
- client->timeResidual += msec;
-
- while ( client->timeResidual >= 1000 ) {
- client->timeResidual -= 1000;
-
- // regenerate
- /*if ( client->ps.powerups[PW_REGEN] )
- {
- if ( ent->health < client->ps.stats[STAT_MAX_HEALTH])
- {
- ent->health += 15;
- if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 )
- {
- ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
- }
- G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
- }
- else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2)
- {
- ent->health += 5;
- if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 )
- {
- ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
- }
- G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
- }
- }
- else
- {
- // count down health when over max
- if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] )
- {
- //TA: dont count health and armo(u)r down
- //ent->health--;
- }
- }*/
-
- // count down armor when over max
- if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
- //client->ps.stats[STAT_ARMOR]--;
- }
-
- }
-}
-
-/*
-====================
-ClientIntermissionThink
-====================
-*/
-void ClientIntermissionThink( gclient_t *client ) {
- client->ps.eFlags &= ~EF_TALK;
- client->ps.eFlags &= ~EF_FIRING;
-
- // the level will exit when everyone wants to or after timeouts
-
- // swap and latch button actions
- client->oldbuttons = client->buttons;
- client->buttons = client->pers.cmd.buttons;
- 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, j;
- int event;
- gclient_t *client;
- int damage;
- vec3_t dir;
- vec3_t origin, angles;
-// qboolean fired;
- gitem_t *item;
- gentity_t *drop;
-
- client = ent->client;
-
- 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
- }
- if ( g_dmflags.integer & DF_NO_FALLING ) {
- break;
- }
- if ( event == EV_FALL_FAR ) {
- damage = 10;
- } else {
- damage = 5;
- }
- VectorSet (dir, 0, 0, 1);
- ent->pain_debounce_time = level.time + 200; // no normal pain sound
- G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
- break;
-
- case EV_FIRE_WEAPON:
- FireWeapon( ent );
- break;
-
- case EV_USE_ITEM1: // teleporter
- // drop flags in CTF
- item = NULL;
- j = 0;
-
- /*if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
- item = BG_FindItemForPowerup( PW_REDFLAG );
- i = PW_REDFLAG;
- } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
- item = BG_FindItemForPowerup( PW_BLUEFLAG );
- i = PW_BLUEFLAG;
- }*/
-
- if ( item ) {
- drop = Drop_Item( ent, item, 0 );
- // decide how many seconds it has left
- drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
- if ( drop->count < 1 ) {
- drop->count = 1;
- }
-
- ent->client->ps.powerups[ j ] = 0;
- }
-
- SelectSpawnPoint( ent->client->ps.origin, origin, angles );
- TeleportPlayer( ent, origin, angles );
- break;
-
- case EV_USE_ITEM2: // medkit
- ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
- break;
-
- default:
- break;
- }
- }
-
-}
-
-/*
-==============
-StuckInOtherClient
-==============
-*/
-static int StuckInOtherClient(gentity_t *ent) {
- int i;
- gentity_t *ent2;
-
- ent2 = &g_entities[0];
- for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
- if ( ent2 == ent ) {
- continue;
- }
- if ( !ent2->inuse ) {
- continue;
- }
- if ( !ent2->client ) {
- continue;
- }
- if ( ent2->health <= 0 ) {
- continue;
- }
- //
- if (ent2->r.absmin[0] > ent->r.absmax[0])
- continue;
- if (ent2->r.absmin[1] > ent->r.absmax[1])
- continue;
- if (ent2->r.absmin[2] > ent->r.absmax[2])
- continue;
- if (ent2->r.absmax[0] < ent->r.absmin[0])
- continue;
- if (ent2->r.absmax[1] < ent->r.absmin[1])
- continue;
- if (ent2->r.absmax[2] < ent->r.absmin[2])
- continue;
- return qtrue;
- }
- return qfalse;
-}
-
-//TA: rip bots
-//void BotTestSolid(vec3_t origin);
-
-/*
-==============
-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;
- float speed;
-
- //TA: torch
- gentity_t *light;
-
- //TA: creep variables
- gentity_t *creepNode;
- vec3_t temp_v;
- int i;
- qboolean cSlowed = qfalse;
-
- //Com_Printf( "%d\n", G_LuminanceAtPoint( ent->s.origin ) );
-
- 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;
- }
-
- 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.sessionTeam == TEAM_SPECTATOR ) {
- if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
- return;
- }
- SpectatorThink( ent, ucmd );
- return;
- }
-
- // check for inactivity timer, but never drop the local client of a non-dedicated server
- if ( !ClientInactivityTimer( client ) ) {
- return;
- }
-
- // clear the rewards if time
- if ( level.time > client->rewardTime ) {
- client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET );
- }
-
- if ( client->noclip ) {
- client->ps.pm_type = PM_NOCLIP;
- } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
- client->ps.pm_type = PM_DEAD;
- } else {
- client->ps.pm_type = PM_NORMAL;
- }
-
- client->ps.gravity = g_gravity.value;
-
- // set speed
- client->ps.speed = g_speed.value * client->classSpeed;
-
- //TA: slow player if standing in creep
- for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ )
- {
- if( !Q_stricmp( creepNode->classname, "team_droid_creep" ) )
- {
- VectorSubtract( client->ps.origin, creepNode->s.origin, temp_v );
-
- if( ( VectorLength( temp_v ) <= creepNode->s.frame ) &&
- ( temp_v[ 2 ] <= 21 ) && //assumes mins of player is (x, x, -24)
- ( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) )
- {
- client->ps.speed *= 0.5;
- client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED;
- cSlowed = qtrue;
- break;
- }
- }
- }
-
- if( !cSlowed )
- client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;
-
- /*if ( client->ps.powerups[PW_HASTE] ) {
- client->ps.speed *= 1.3;
- }*/
-
- // Let go of the hook if we aren't firing
- if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
- client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
- Weapon_HookFree(client->hook);
- }
-
- //TA: torch stuff
- if( client->torch == NULL && BG_activated( UP_TORCH, client->ps.stats ) )
- {
- light = G_Spawn( );
- light->s.eType = ET_TORCH;
- light->r.ownerNum = ent->s.number;
- light->parent = ent;
- client->torch = light;
- }
- else if( client->torch != NULL && !BG_activated( UP_TORCH, client->ps.stats ) )
- {
- G_FreeEntity( client->torch );
- trap_LinkEntity( client->torch );
- client->torch = NULL;
- }
-
-
- if( client->torch != NULL )
- ShineTorch( client->torch );
-
- // set up for pmove
- oldEventSequence = client->ps.eventSequence;
-
- memset (&pm, 0, sizeof(pm));
-
- //TA: gauntlet is a NULL weapon to be given to builder classes
- // check for the hit-scan gauntlet, don't let the action
- // go through as an attack unless it actually hits something
- /*if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
- ( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
- pm.gauntletHit = CheckGauntletAttack( ent );
- }*/
- pm.gauntletHit = qfalse;
-
- if ( ent->flags & FL_FORCE_GESTURE ) {
- ent->flags &= ~FL_FORCE_GESTURE;
- ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
- }
-
- pm.ps = &client->ps;
- pm.cmd = *ucmd;
- if ( pm.ps->pm_type == PM_DEAD ) {
- pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
- }
- else if ( ent->r.svFlags & SVF_BOT ) {
- pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
- }
- else {
- pm.tracemask = MASK_PLAYERSOLID;
- }
- pm.trace = trap_Trace;
- pm.pointcontents = trap_PointContents;
- pm.debugLevel = g_debugMove.integer;
- pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
-
- pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
- pm.pmove_msec = pmove_msec.integer;
-
- VectorCopy( client->ps.origin, client->oldOrigin );
-
- Pmove (&pm);
-
- // 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 );
- }
- if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
- client->fireHeld = qfalse; // for grapple
- }
-
- // use the snapped origin for linking so it matches client predicted versions
- VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
-
- VectorCopy (pm.mins, ent->r.mins);
- VectorCopy (pm.maxs, ent->r.maxs);
-
- ent->waterlevel = pm.waterlevel;
- ent->watertype = pm.watertype;
-
- // execute client events
- ClientEvents( ent, oldEventSequence );
-
- // link entity now, after any personal teleporters have been used
- trap_LinkEntity (ent);
- if ( !ent->client->noclip ) {
- G_TouchTriggers( ent );
- }
-
- // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
- VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
-
- //test for solid areas in the AAS file
- //TA: rip bots
- //BotTestSolid(ent->r.currentOrigin);
-
- // touch other objects
- ClientImpacts( ent, &pm );
-
- // save results of triggers and client events
- if (ent->client->ps.eventSequence != oldEventSequence) {
- ent->eventTime = level.time;
- }
-
- // swap and latch button actions
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
- client->latched_buttons |= client->buttons & ~client->oldbuttons;
-
- // check for respawning
- if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
- // wait for the attack button to be pressed
- if ( level.time > client->respawnTime ) {
- // forcerespawn is to prevent users from waiting out powerups
- if ( g_forcerespawn.integer > 0 &&
- ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
- respawn( ent );
- return;
- }
-
- // pressing attack or use is the normal respawn method
- if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
- respawn( ent );
- }
- }
- return;
- }
-
- // perform once-a-second actions
- ClientTimerActions( ent, msec );
-}
-
-/*
-==================
-ClientThink
-
-A new command has arrived from the client
-==================
-*/
-void ClientThink( int clientNum ) {
- gentity_t *ent;
-
- ent = g_entities + clientNum;
- 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 ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
- ClientThink_real( ent );
- }
-}
-
-
-void G_RunClient( gentity_t *ent ) {
- if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
- return;
- }
- ent->client->pers.cmd.serverTime = level.time;
- ClientThink_real( ent );
-}
-
-
-/*
-==================
-SpectatorClientEndFrame
-
-==================
-*/
-void SpectatorClientEndFrame( gentity_t *ent ) {
- gclient_t *cl;
-
- // if we are doing a chase cam or a remote view, grab the latest info
- if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
- int clientNum, flags;
-
- clientNum = ent->client->sess.spectatorClient;
-
- // team follow1 and team follow2 go to whatever clients are playing
- if ( clientNum == -1 ) {
- clientNum = level.follow1;
- } else if ( clientNum == -2 ) {
- clientNum = level.follow2;
- }
- if ( clientNum >= 0 ) {
- cl = &level.clients[ clientNum ];
- if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
- flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
- ent->client->ps = cl->ps;
- ent->client->ps.pm_flags |= PMF_FOLLOW;
- ent->client->ps.eFlags = flags;
- return;
- } else {
- // drop them to free spectators unless they are dedicated camera followers
- if ( ent->client->sess.spectatorClient >= 0 ) {
- ent->client->sess.spectatorState = SPECTATOR_FREE;
- ClientBegin( ent->client - level.clients );
- }
- }
- }
- }
-
- if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
- ent->client->ps.pm_flags |= PMF_SCOREBOARD;
- } else {
- ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
- }
-}
-
-/*
-==============
-ClientEndFrame
-
-Called at the end of each server frame for each connected client
-A fast client will have multiple ClientThink for each ClientEdFrame,
-while a slow client may have multiple ClientEndFrame between ClientThink.
-==============
-*/
-void ClientEndFrame( gentity_t *ent ) {
- int i;
- clientPersistant_t *pers;
-
- if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
- SpectatorClientEndFrame( ent );
- return;
- }
-
- pers = &ent->client->pers;
-
- // turn off any expired powerups
- for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
- if ( ent->client->ps.powerups[ i ] < level.time ) {
- ent->client->ps.powerups[ i ] = 0;
- }
- }
-
- // save network bandwidth
-#if 0
- if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
- // FIXME: this must change eventually for non-sync demo recording
- VectorClear( ent->client->ps.viewangles );
- }
-#endif
-
- //
- // If the end of unit layout is displayed, don't give
- // the player any normal movement attributes
- //
- if ( level.intermissiontime ) {
- return;
- }
-
- // burn from lava, etc
- P_WorldEffects (ent);
-
- // apply all the damage taken this frame
- P_DamageFeedback (ent);
-
- // add the EF_CONNECTION flag if we haven't gotten commands recently
- if ( level.time - ent->client->lastCmdTime > 1000 ) {
- ent->s.eFlags |= EF_CONNECTION;
- } else {
- ent->s.eFlags &= ~EF_CONNECTION;
- }
-
- ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
-
- G_SetClientSound (ent);
-
- // set the latest infor
- 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 );
- }
-
- // set the bit for the reachability area the client is currently in
- // i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
- // ent->client->areabits[i >> 3] |= 1 << (i & 7);
-}
-
-