diff options
Diffstat (limited to 'src/game/g_active.c')
-rw-r--r-- | src/game/g_active.c | 1524 |
1 files changed, 0 insertions, 1524 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c deleted file mode 100644 index fc66ccff..00000000 --- a/src/game/g_active.c +++ /dev/null @@ -1,1524 +0,0 @@ -// 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 OSML - Open Source Modification License v1.0 as - * described in the file COPYING which is distributed with this source - * code. - * - * 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. - */ - -#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 ) -{ - 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( ) & 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; -} - - - -//============================================================== - -/* -============== -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 ); - - //charge attack - if( ent->client->ps.weapon == WP_ALEVEL4 && - ent->client->ps.stats[ STAT_MISC ] > 0 && - ent->client->charging ) - ChargeAttack( ent, other ); - - 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; - 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_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], - 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.sessionTeam == TEAM_SPECTATOR ) || - ( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) || - ( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) - { - 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 ); - - 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; - - client->oldbuttons = client->buttons; - client->buttons = ucmd->buttons; - - 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 = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); - - client->ps.stats[ STAT_STAMINA ] = 0; - client->ps.stats[ STAT_MISC ] = 0; - client->ps.stats[ STAT_BUILDABLE ] = 0; - client->ps.stats[ STAT_PCLASS ] = PCL_NONE; - client->ps.weapon = WP_NONE; - - // 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 ); - - if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) - { - //if waiting in a queue remove from the queue - if( client->ps.pm_flags & PMF_QUEUED ) - { - if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) - G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); - else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) - G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); - - client->pers.classSelection = PCL_NONE; - client->ps.stats[ STAT_PCLASS ] = PCL_NONE; - } - else if( client->pers.classSelection == PCL_NONE ) - { - if( client->pers.teamSelection == PTE_NONE ) - G_TriggerMenu( client->ps.clientNum, MN_TEAM ); - else if( client->pers.teamSelection == PTE_ALIENS ) - G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); - else if( client->pers.teamSelection == PTE_HUMANS ) - G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); - } - } - - //set the queue position for the client side - if( client->ps.pm_flags & PMF_QUEUED ) - { - if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) - { - client->ps.persistant[ PERS_QUEUEPOS ] = - G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); - } - else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) - { - client->ps.persistant[ PERS_QUEUEPOS ] = - G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); - } - } - } - - if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) ) - Cmd_Follow_f( ent, qtrue ); -} - - - -/* -================= -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; - G_SendCommandFromServer( 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; - - ucmd = &ent->client->pers.cmd; - - aForward = abs( ucmd->forwardmove ); - aRight = abs( ucmd->rightmove ); - - client = ent->client; - client->time100 += msec; - client->time1000 += msec; - client->time10000 += msec; - - while ( client->time100 >= 100 ) - { - client->time100 -= 100; - - //if not trying to run then not trying to sprint - if( aForward <= 64 ) - client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; - - if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) - client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST; - - if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 ) - { - //subtract stamina - if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) ) - client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE; - else - client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE; - - if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA ) - client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA; - } - - if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) ) - { - //restore stamina - client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE; - - if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) - client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; - } - else if( aForward <= 5 && aRight <= 5 ) - { - //restore stamina faster - client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE; - - if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) - client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; - } - - //client is charging up for a pounce - if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG ) - { - int pounceSpeed = 0; - - if( client->ps.weapon == WP_ALEVEL3 ) - pounceSpeed = LEVEL3_POUNCE_SPEED; - else if( client->ps.weapon == WP_ALEVEL3_UPG ) - pounceSpeed = LEVEL3_POUNCE_UPG_SPEED; - - if( client->ps.stats[ STAT_MISC ] < pounceSpeed && ucmd->buttons & BUTTON_ATTACK2 ) - client->ps.stats[ STAT_MISC ] += ( 100.0f / (float)LEVEL3_POUNCE_CHARGE_TIME ) * pounceSpeed; - - if( !( ucmd->buttons & BUTTON_ATTACK2 ) ) - { - if( client->ps.stats[ STAT_MISC ] > 0 ) - { - client->allowedToPounce = qtrue; - client->pouncePayload = client->ps.stats[ STAT_MISC ]; - } - - client->ps.stats[ STAT_MISC ] = 0; - } - - if( client->ps.stats[ STAT_MISC ] > pounceSpeed ) - client->ps.stats[ STAT_MISC ] = pounceSpeed; - } - - //client is charging up for a... charge - if( client->ps.weapon == WP_ALEVEL4 ) - { - if( client->ps.stats[ STAT_MISC ] < LEVEL4_CHARGE_TIME && ucmd->buttons & BUTTON_ATTACK2 && - !client->charging ) - { - client->charging = qfalse; //should already be off, just making sure - client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; - - if( ucmd->forwardmove > 0 ) - { - //trigger charge sound...is quite annoying - //if( client->ps.stats[ STAT_MISC ] <= 0 ) - // G_AddEvent( ent, EV_LEV4_CHARGE_PREPARE, 0 ); - - client->ps.stats[ STAT_MISC ] += (int)( 100 * (float)LEVEL4_CHARGE_CHARGE_RATIO ); - - if( client->ps.stats[ STAT_MISC ] > LEVEL4_CHARGE_TIME ) - client->ps.stats[ STAT_MISC ] = LEVEL4_CHARGE_TIME; - } - else - client->ps.stats[ STAT_MISC ] = 0; - } - - if( !( ucmd->buttons & BUTTON_ATTACK2 ) || client->charging || - client->ps.stats[ STAT_MISC ] == LEVEL4_CHARGE_TIME ) - { - if( client->ps.stats[ STAT_MISC ] > LEVEL4_MIN_CHARGE_TIME ) - { - client->ps.stats[ STAT_MISC ] -= 100; - - if( client->charging == qfalse ) - G_AddEvent( ent, EV_LEV4_CHARGE_START, 0 ); - - client->charging = qtrue; - client->ps.stats[ STAT_STATE ] |= SS_CHARGING; - - //if the charger has stopped moving take a chunk of charge away - if( VectorLength( client->ps.velocity ) < 64.0f || aRight ) - client->ps.stats[ STAT_MISC ] = client->ps.stats[ STAT_MISC ] / 2; - - //can't charge backwards - if( ucmd->forwardmove < 0 ) - client->ps.stats[ STAT_MISC ] = 0; - } - else - client->ps.stats[ STAT_MISC ] = 0; - - - if( client->ps.stats[ STAT_MISC ] <= 0 ) - { - client->ps.stats[ STAT_MISC ] = 0; - client->charging = qfalse; - client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING; - } - } - } - - //client is charging up an lcannon - if( client->ps.weapon == WP_LUCIFER_CANNON ) - { - int ammo; - - BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL ); - - if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK ) - client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE; - - if( client->ps.stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE ) - client->ps.stats[ STAT_MISC ] = LCANNON_TOTAL_CHARGE; - - if( client->ps.stats[ STAT_MISC ] > ( ammo * LCANNON_TOTAL_CHARGE ) / 10 ) - client->ps.stats[ STAT_MISC ] = ammo * LCANNON_TOTAL_CHARGE / 10; - } - - switch( client->ps.weapon ) - { - case WP_ABUILD: - case WP_ABUILD2: - case WP_HBUILD: - case WP_HBUILD2: - //set validity bit on buildable - if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) - { - int dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); - vec3_t dummy; - - if( G_itemFits( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, - dist, dummy ) == IBE_NONE ) - client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT; - else - client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT; - } - - //update build timer - if( client->ps.stats[ STAT_MISC ] > 0 ) - client->ps.stats[ STAT_MISC ] -= 100; - - if( client->ps.stats[ STAT_MISC ] < 0 ) - client->ps.stats[ STAT_MISC ] = 0; - break; - - default: - break; - } - - if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) - { - 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_MEDKIT_ACTIVE; - } - 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_MEDKIT_ACTIVE; - } - } - } - - while( client->time1000 >= 1000 ) - { - client->time1000 -= 1000; - - //client is poison clouded - if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) - G_Damage( ent, client->lastPoisonCloudedClient, client->lastPoisonCloudedClient, NULL, NULL, - LEVEL1_PCLOUD_DMG, 0, MOD_LEVEL1_PCLOUD ); - - //client is poisoned - if( client->ps.stats[ STAT_STATE ] & SS_POISONED ) - { - int i; - int seconds = ( ( level.time - client->lastPoisonTime ) / 1000 ) + 1; - int damage = ALIEN_POISON_DMG, damage2 = 0; - - for( i = 0; i < seconds; i++ ) - { - if( i == seconds - 1 ) - damage2 = damage; - - damage *= ALIEN_POISON_DIVIDER; - } - - damage = damage2 - damage; - - G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL, NULL, - damage, 0, MOD_POISON ); - } - - //replenish alien health - if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) - { - int entityList[ MAX_GENTITIES ]; - vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE }; - vec3_t mins, maxs; - int i, num; - gentity_t *boostEntity; - float modifier = 1.0f; - - 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++ ) - { - boostEntity = &g_entities[ entityList[ i ] ]; - - if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && - boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 ) - { - modifier = LEVEL4_REGEN_MOD; - break; - } - else if( boostEntity->s.eType == ET_BUILDABLE && - boostEntity->s.modelindex == BA_A_BOOSTER && - boostEntity->spawned ) - { - modifier = BOOSTER_REGEN_MOD; - break; - } - } - - if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] && - ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) - ent->health += BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ) * modifier; - - if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] ) - ent->health = client->ps.stats[ STAT_MAX_HEALTH ]; - } - } - - while( client->time10000 >= 10000 ) - { - client->time10000 -= 10000; - - if( client->ps.weapon == WP_ALEVEL3_UPG ) - { - int ammo, maxAmmo; - - BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL ); - BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL ); - - if( ammo < maxAmmo ) - { - ammo++; - BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 ); - } - } - } -} - -/* -==================== -ClientIntermissionThink -==================== -*/ -void ClientIntermissionThink( gclient_t *client ) -{ - client->ps.eFlags &= ~EF_TALK; - 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; - pClass_t class; - - client = ent->client; - class = client->ps.stats[ STAT_PCLASS ]; - - 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_FindHealthForClass( class ) * - BG_FindFallDamageForClass( class ) * fallDistance ); - - VectorSet( dir, 0, 0, 1 ); - BG_FindBBoxForClass( 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: - //if we just ran out of grenades, remove the inventory item - if( ent->s.weapon == WP_GRENADE ) - { - int j; - - BG_RemoveWeaponFromInventory( ent->s.weapon, ent->client->ps.stats ); - - //switch to the first non blaster weapon - for( j = WP_NONE + 1; j < WP_NUM_WEAPONS; j++ ) - { - if( j == WP_BLASTER ) - continue; - - if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) ) - { - G_ForceWeaponChange( ent, j ); - break; - } - } - - //only got the blaster to switch to - if( j == WP_NUM_WEAPONS ) - G_ForceWeaponChange( ent, WP_BLASTER ); - - //update ClientInfo - ClientUserinfoChanged( ent->client->ps.clientNum ); - } - - 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; - } -} - -/* -============== -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; - - 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; - } - - G_UpdatePTRConnection( client ); - - // check for inactivity timer, but never drop the local client of a non-dedicated server - if( !ClientInactivityTimer( client ) ) - return; - - 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_INFESTING || - client->ps.stats[ STAT_STATE ] & SS_HOVELING ) - client->ps.pm_type = PM_FREEZE; - 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 + 5000 < level.time ) - client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; - - if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED && - client->lastLockTime + ABUILDER_BLOB_TIME < level.time ) - client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED; - - client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime; - - if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED && - client->lastBoostedTime + BOOST_TIME < level.time ) - client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; - - if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED && - client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time ) - client->ps.stats[ STAT_STATE ] &= ~SS_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_MEDKIT_ACTIVE || - ( 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_MEDKIT_ACTIVE; - 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 ); - } - } - - 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 - client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); - - 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( !level.reactorPresent ) - BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats ); - } - - // set up for pmove - oldEventSequence = client->ps.eventSequence; - - memset( &pm, 0, sizeof( pm ) ); - - if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load - { - switch( client->ps.weapon ) - { - case WP_ALEVEL0: - if( client->ps.weaponTime <= 0 ) - pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent ); - break; - - case WP_ALEVEL1: - case WP_ALEVEL1_UPG: - CheckGrabAttack( ent ); - break; - - case WP_ALEVEL3: - case WP_ALEVEL3_UPG: - if( client->ps.weaponTime <= 0 ) - pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent ); - break; - - default: - break; - } - } - - 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; - - if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || - pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) - pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; - else - pm.tracemask = MASK_PLAYERSOLID; - - pm.trace = trap_Trace; - 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 ); - - // 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 ); - - 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; - - // 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 ); - - // 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; - - if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) && - client->ps.stats[ STAT_HEALTH ] > 0 ) - { - trace_t trace; - vec3_t view, point; - gentity_t *traceEnt; - - if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) - { - gentity_t *hovel = client->hovel; - - //only let the player out if there is room - if( !AHovel_Blocked( hovel, ent, qtrue ) ) - { - //prevent lerping - client->ps.eFlags ^= EF_TELEPORT_BIT; - client->ps.eFlags &= ~EF_NODRAW; - - //client leaves hovel - client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; - - //hovel is empty - G_setBuildableAnim( hovel, BANIM_ATTACK2, qfalse ); - hovel->active = qfalse; - } - else - { - //exit is blocked - G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); - } - } - else - { -#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; - int j; - qboolean upgrade = qfalse; - - //TA: look for object infront of player - AngleVectors( client->ps.viewangles, view, NULL, NULL ); - VectorMA( client->ps.origin, 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->biteam == client->ps.stats[ STAT_PTEAM ] && 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->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) - { - traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context - break; - } - } - - if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) - { - for( j = PCL_NONE + 1; j < PCL_NUM_CLASSES; j++ ) - { - if( BG_ClassCanEvolveFromTo( client->ps.stats[ STAT_PCLASS ], j, - client->ps.persistant[ PERS_CREDIT ], 0 ) >= 0 && - BG_FindStagesForClass( j, g_alienStage.integer ) && G_ClassIsAllowed( j ) ) - { - upgrade = qtrue; - break; - } - } - - if( upgrade ) - { - //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 ); - } - } - } - } - } - - // 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 ) > 0 ) - { - respawn( ent ); - return; - } - - // pressing attack or use is the normal respawn method - if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) - { - respawn( ent ); - } - } - return; - } - - if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu ) - { - G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY ); - - client->retriggerArmouryMenu = 0; - } - - // Give clients some credit periodically - if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time ) - { - if( g_suddenDeathTime.integer && - ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) ) - { - //gotta love logic like this eh? - } - else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) - G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue ); - else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) - G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue ); - - ent->client->lastKillTime = level.time; - } - - // 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( !(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; - int clientNum, flags; - - // 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 ) - { - 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; - } - } - } -} - -/* -============== -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.sessionTeam == TEAM_SPECTATOR ) - { - 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... - - 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 ); -} - - |