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-rw-r--r--src/game/g_active.c1524
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diff --git a/src/game/g_active.c b/src/game/g_active.c
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--- 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 );
-}
-
-