|
|
1.1 root 1:
2: #include "g_local.h"
3: #include "m_player.h"
4:
5:
6:
7: static edict_t *current_player;
8: static gclient_t *current_client;
9:
10: static vec3_t forward, right, up;
11: float xyspeed;
12:
13: float bobmove;
14: int bobcycle; // odd cycles are right foot going forward
15: float bobfracsin; // sin(bobfrac*M_PI)
16:
17: /*
18: ===============
19: SV_CalcRoll
20:
21: ===============
22: */
23: float SV_CalcRoll (vec3_t angles, vec3_t velocity)
24: {
25: float sign;
26: float side;
27: float value;
28:
29: side = DotProduct (velocity, right);
30: sign = side < 0 ? -1 : 1;
31: side = fabs(side);
32:
33: value = sv_rollangle->value;
34:
35: if (side < sv_rollspeed->value)
36: side = side * value / sv_rollspeed->value;
37: else
38: side = value;
39:
40: return side*sign;
41:
42: }
43:
44:
45: /*
46: ===============
47: P_DamageFeedback
48:
49: Handles color blends and view kicks
50: ===============
51: */
52: void P_DamageFeedback (edict_t *player)
53: {
54: gclient_t *client;
55: float side;
56: float realcount, count, kick;
57: vec3_t v;
58: int r, l;
59: static vec3_t power_color = {0.0, 1.0, 0.0};
60: static vec3_t acolor = {1.0, 1.0, 1.0};
61: static vec3_t bcolor = {1.0, 0.0, 0.0};
62:
63: client = player->client;
64:
65: // flash the backgrounds behind the status numbers
66: client->ps.stats[STAT_FLASHES] = 0;
67: if (client->damage_blood)
68: client->ps.stats[STAT_FLASHES] |= 1;
69: if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
70: client->ps.stats[STAT_FLASHES] |= 2;
71:
72: // total points of damage shot at the player this frame
73: count = (client->damage_blood + client->damage_armor + client->damage_parmor);
74: if (count == 0)
75: return; // didn't take any damage
76:
77: // start a pain animation if still in the player model
78: if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
79: {
80: static int i;
81:
82: client->anim_priority = ANIM_PAIN;
83: if (client->ps.pmove.pm_flags & PMF_DUCKED)
84: {
85: player->s.frame = FRAME_crpain1-1;
86: client->anim_end = FRAME_crpain4;
87: }
88: else
89: {
90: i = (i+1)%3;
91: switch (i)
92: {
93: case 0:
94: player->s.frame = FRAME_pain101-1;
95: client->anim_end = FRAME_pain104;
96: break;
97: case 1:
98: player->s.frame = FRAME_pain201-1;
99: client->anim_end = FRAME_pain204;
100: break;
101: case 2:
102: player->s.frame = FRAME_pain301-1;
103: client->anim_end = FRAME_pain304;
104: break;
105: }
106: }
107: }
108:
109: realcount = count;
110: if (count < 10)
111: count = 10; // allways make a visible effect
112:
113: // play an apropriate pain sound
114: if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
115: {
116: r = 1 + (rand()&1);
117: player->pain_debounce_time = level.time + 0.7;
118: if (player->health < 25)
119: l = 25;
120: else if (player->health < 50)
121: l = 50;
122: else if (player->health < 75)
123: l = 75;
124: else
125: l = 100;
126: gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
127: }
128:
129: // the total alpha of the blend is allways proportional to count
130: if (client->damage_alpha < 0)
131: client->damage_alpha = 0;
132: client->damage_alpha += count*0.01;
133: if (client->damage_alpha < 0.2)
134: client->damage_alpha = 0.2;
135: if (client->damage_alpha > 0.6)
136: client->damage_alpha = 0.6; // don't go too saturated
137:
138: // the color of the blend will vary based on how much was absorbed
139: // by different armors
140: VectorClear (v);
141: if (client->damage_parmor)
142: VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
143: if (client->damage_armor)
144: VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
145: if (client->damage_blood)
146: VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
147: VectorCopy (v, client->damage_blend);
148:
149:
150: //
151: // calculate view angle kicks
152: //
153: kick = abs(client->damage_knockback);
154: if (kick && player->health > 0) // kick of 0 means no view adjust at all
155: {
156: kick = kick * 100 / player->health;
157:
158: if (kick < count*0.5)
159: kick = count*0.5;
160: if (kick > 50)
161: kick = 50;
162:
163: VectorSubtract (client->damage_from, player->s.origin, v);
164: VectorNormalize (v);
165:
166: side = DotProduct (v, right);
167: client->v_dmg_roll = kick*side*0.3;
168:
169: side = -DotProduct (v, forward);
170: client->v_dmg_pitch = kick*side*0.3;
171:
172: client->v_dmg_time = level.time + DAMAGE_TIME;
173: }
174:
175: //
176: // clear totals
177: //
178: client->damage_blood = 0;
179: client->damage_armor = 0;
180: client->damage_parmor = 0;
181: client->damage_knockback = 0;
182: }
183:
184:
185:
186:
187: /*
188: ===============
189: SV_CalcViewOffset
190:
191: Auto pitching on slopes?
192:
193: fall from 128: 400 = 160000
194: fall from 256: 580 = 336400
195: fall from 384: 720 = 518400
196: fall from 512: 800 = 640000
197: fall from 640: 960 =
198:
199: damage = deltavelocity*deltavelocity * 0.0001
200:
201: ===============
202: */
203: void SV_CalcViewOffset (edict_t *ent)
204: {
205: float *angles;
206: float bob;
207: float ratio;
208: float delta;
209: vec3_t v;
210:
211:
212: //===================================
213:
214: // base angles
215: angles = ent->client->ps.kick_angles;
216:
217: // if dead, fix the angle and don't add any kick
218: if (ent->deadflag)
219: {
220: VectorClear (angles);
221:
222: ent->client->ps.viewangles[ROLL] = 40;
223: ent->client->ps.viewangles[PITCH] = -15;
224: ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
225: }
226: else
227: {
228: // add angles based on weapon kick
229:
230: VectorCopy (ent->client->kick_angles, angles);
231:
232: // add angles based on damage kick
233:
234: ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
235: if (ratio < 0)
236: {
237: ratio = 0;
238: ent->client->v_dmg_pitch = 0;
239: ent->client->v_dmg_roll = 0;
240: }
241: angles[PITCH] += ratio * ent->client->v_dmg_pitch;
242: angles[ROLL] += ratio * ent->client->v_dmg_roll;
243:
244: // add pitch based on fall kick
245:
246: ratio = (ent->client->fall_time - level.time) / FALL_TIME;
247: if (ratio < 0)
248: ratio = 0;
249: angles[PITCH] += ratio * ent->client->fall_value;
250:
251: // add angles based on velocity
252:
253: delta = DotProduct (ent->velocity, forward);
254: angles[PITCH] += delta*run_pitch->value;
255:
256: delta = DotProduct (ent->velocity, right);
257: angles[ROLL] += delta*run_roll->value;
258:
259: // add angles based on bob
260:
261: delta = bobfracsin * bob_pitch->value * xyspeed;
262: if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
263: delta *= 6; // crouching
264: angles[PITCH] += delta;
265: delta = bobfracsin * bob_roll->value * xyspeed;
266: if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
267: delta *= 6; // crouching
268: if (bobcycle & 1)
269: delta = -delta;
270: angles[ROLL] += delta;
271: }
272:
273: //===================================
274:
275: // base origin
276:
277: VectorClear (v);
278:
279: // add view height
280:
281: v[2] += ent->viewheight;
282:
283: // add fall height
284:
285: ratio = (ent->client->fall_time - level.time) / FALL_TIME;
286: if (ratio < 0)
287: ratio = 0;
288: v[2] -= ratio * ent->client->fall_value * 0.4;
289:
290: // add bob height
291:
292: bob = bobfracsin * xyspeed * bob_up->value;
293: if (bob > 6)
294: bob = 6;
295: //gi.DebugGraph (bob *2, 255);
296: v[2] += bob;
297:
298: // add kick offset
299:
300: VectorAdd (v, ent->client->kick_origin, v);
301:
302: // absolutely bound offsets
303: // so the view can never be outside the player box
304:
305: if (v[0] < -14)
306: v[0] = -14;
307: else if (v[0] > 14)
308: v[0] = 14;
309: if (v[1] < -14)
310: v[1] = -14;
311: else if (v[1] > 14)
312: v[1] = 14;
313: if (v[2] < -22)
314: v[2] = -22;
315: else if (v[2] > 30)
316: v[2] = 30;
317:
318: VectorCopy (v, ent->client->ps.viewoffset);
319: }
320:
321: /*
322: ==============
323: SV_CalcGunOffset
324: ==============
325: */
326: void SV_CalcGunOffset (edict_t *ent)
327: {
328: int i;
329: float delta;
330:
331: // gun angles from bobbing
332: ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
333: ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
334: if (bobcycle & 1)
335: {
336: ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
337: ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
338: }
339:
340: ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
341:
342: // gun angles from delta movement
343: for (i=0 ; i<3 ; i++)
344: {
345: delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
346: if (delta > 180)
347: delta -= 360;
348: if (delta < -180)
349: delta += 360;
350: if (delta > 45)
351: delta = 45;
352: if (delta < -45)
353: delta = -45;
354: if (i == YAW)
355: ent->client->ps.gunangles[ROLL] += 0.1*delta;
356: ent->client->ps.gunangles[i] += 0.2 * delta;
357: }
358:
359: // gun height
360: VectorClear (ent->client->ps.gunoffset);
361: // ent->ps->gunorigin[2] += bob;
362:
363: // gun_x / gun_y / gun_z are development tools
364: for (i=0 ; i<3 ; i++)
365: {
366: ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
367: ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
368: ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
369: }
370: }
371:
372:
373: /*
374: =============
375: SV_AddBlend
376: =============
377: */
378: void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
379: {
380: float a2, a3;
381:
382: if (a <= 0)
383: return;
384: a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
385: a3 = v_blend[3]/a2; // fraction of color from old
386:
387: v_blend[0] = v_blend[0]*a3 + r*(1-a3);
388: v_blend[1] = v_blend[1]*a3 + g*(1-a3);
389: v_blend[2] = v_blend[2]*a3 + b*(1-a3);
390: v_blend[3] = a2;
391: }
392:
393:
394: /*
395: =============
396: SV_CalcBlend
397: =============
398: */
399: void SV_CalcBlend (edict_t *ent)
400: {
401: int contents;
402: vec3_t vieworg;
403: int remaining;
404:
405: ent->client->ps.blend[0] = ent->client->ps.blend[1] =
406: ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
407:
408: // add for contents
409: VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
410: contents = gi.pointcontents (vieworg);
411: if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
412: ent->client->ps.rdflags |= RDF_UNDERWATER;
413: else
414: ent->client->ps.rdflags &= ~RDF_UNDERWATER;
415:
416: if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
417: SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
418: else if (contents & CONTENTS_SLIME)
419: SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
420: else if (contents & CONTENTS_WATER)
421: SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
422:
423: // add for powerups
424: if (ent->client->quad_framenum > level.framenum)
425: {
426: remaining = ent->client->quad_framenum - level.framenum;
427: if (remaining == 30) // beginning to fade
428: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
429: if (remaining > 30 || (remaining & 4) )
430: SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
431: }
432: else if (ent->client->invincible_framenum > level.framenum)
433: {
434: remaining = ent->client->invincible_framenum - level.framenum;
435: if (remaining == 30) // beginning to fade
436: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
437: if (remaining > 30 || (remaining & 4) )
438: SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
439: }
440: else if (ent->client->enviro_framenum > level.framenum)
441: {
442: remaining = ent->client->enviro_framenum - level.framenum;
443: if (remaining == 30) // beginning to fade
444: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
445: if (remaining > 30 || (remaining & 4) )
446: SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
447: }
448: else if (ent->client->breather_framenum > level.framenum)
449: {
450: remaining = ent->client->breather_framenum - level.framenum;
451: if (remaining == 30) // beginning to fade
452: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
453: if (remaining > 30 || (remaining & 4) )
454: SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
455: }
456:
457: // add for damage
458: if (ent->client->damage_alpha > 0)
459: SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
460: ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
461:
462: if (ent->client->bonus_alpha > 0)
463: SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
464:
465: // drop the damage value
466: ent->client->damage_alpha -= 0.06;
467: if (ent->client->damage_alpha < 0)
468: ent->client->damage_alpha = 0;
469:
470: // drop the bonus value
471: ent->client->bonus_alpha -= 0.1;
472: if (ent->client->bonus_alpha < 0)
473: ent->client->bonus_alpha = 0;
474: }
475:
476:
477: /*
478: =================
479: P_FallingDamage
480: =================
481: */
482: void P_FallingDamage (edict_t *ent)
483: {
484: float delta;
485: int damage;
486: vec3_t dir;
487:
488: if (ent->s.modelindex != 255)
489: return; // not in the player model
490:
491: if (ent->movetype == MOVETYPE_NOCLIP)
492: return;
493:
494: if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
495: {
496: delta = ent->client->oldvelocity[2];
497: }
498: else
499: {
500: if (!ent->groundentity)
501: return;
502: delta = ent->velocity[2] - ent->client->oldvelocity[2];
503: }
504: delta = delta*delta * 0.0001;
505:
506: //ZOID
507: // never take damage if just release grapple or on grapple
508: if (level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2 ||
509: (ent->client->ctf_grapple &&
510: ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY))
511: return;
512: //ZOID
513:
514: // never take falling damage if completely underwater
515: if (ent->waterlevel == 3)
516: return;
517: if (ent->waterlevel == 2)
518: delta *= 0.25;
519: if (ent->waterlevel == 1)
520: delta *= 0.5;
521:
522: if (delta < 1)
523: return;
524:
525: if (delta < 15)
526: {
527: ent->s.event = EV_FOOTSTEP;
528: return;
529: }
530:
531: ent->client->fall_value = delta*0.5;
532: if (ent->client->fall_value > 40)
533: ent->client->fall_value = 40;
534: ent->client->fall_time = level.time + FALL_TIME;
535:
536: if (delta > 30)
537: {
538: if (ent->health > 0)
539: {
540: if (delta >= 55)
541: ent->s.event = EV_FALLFAR;
542: else
543: ent->s.event = EV_FALL;
544: }
545: ent->pain_debounce_time = level.time; // no normal pain sound
546: damage = (delta-30)/2;
547: if (damage < 1)
548: damage = 1;
549: VectorSet (dir, 0, 0, 1);
550:
551: if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
552: T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
553: }
554: else
555: {
556: ent->s.event = EV_FALLSHORT;
557: return;
558: }
559: }
560:
561:
562:
563: /*
564: =============
565: P_WorldEffects
566: =============
567: */
568: void P_WorldEffects (void)
569: {
570: qboolean breather;
571: qboolean envirosuit;
572: int waterlevel, old_waterlevel;
573:
574: if (current_player->movetype == MOVETYPE_NOCLIP)
575: {
576: current_player->air_finished = level.time + 12; // don't need air
577: return;
578: }
579:
580: waterlevel = current_player->waterlevel;
581: old_waterlevel = current_client->old_waterlevel;
582: current_client->old_waterlevel = waterlevel;
583:
584: breather = current_client->breather_framenum > level.framenum;
585: envirosuit = current_client->enviro_framenum > level.framenum;
586:
587: //
588: // if just entered a water volume, play a sound
589: //
590: if (!old_waterlevel && waterlevel)
591: {
592: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
593: if (current_player->watertype & CONTENTS_LAVA)
594: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
595: else if (current_player->watertype & CONTENTS_SLIME)
596: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
597: else if (current_player->watertype & CONTENTS_WATER)
598: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
599: current_player->flags |= FL_INWATER;
600:
601: // clear damage_debounce, so the pain sound will play immediately
602: current_player->damage_debounce_time = level.time - 1;
603: }
604:
605: //
606: // if just completely exited a water volume, play a sound
607: //
608: if (old_waterlevel && ! waterlevel)
609: {
610: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
611: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
612: current_player->flags &= ~FL_INWATER;
613: }
614:
615: //
616: // check for head just going under water
617: //
618: if (old_waterlevel != 3 && waterlevel == 3)
619: {
620: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
621: }
622:
623: //
624: // check for head just coming out of water
625: //
626: if (old_waterlevel == 3 && waterlevel != 3)
627: {
628: if (current_player->air_finished < level.time)
629: { // gasp for air
630: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
631: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
632: }
633: else if (current_player->air_finished < level.time + 11)
634: { // just break surface
635: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
636: }
637: }
638:
639: //
640: // check for drowning
641: //
642: if (waterlevel == 3)
643: {
644: // breather or envirosuit give air
645: if (breather || envirosuit)
646: {
647: current_player->air_finished = level.time + 10;
648:
649: if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
650: {
651: if (!current_client->breather_sound)
652: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
653: else
654: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
655: current_client->breather_sound ^= 1;
656: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
657: //FIXME: release a bubble?
658: }
659: }
660:
661: // if out of air, start drowning
662: if (current_player->air_finished < level.time)
663: { // drown!
664: if (current_player->client->next_drown_time < level.time
665: && current_player->health > 0)
666: {
667: current_player->client->next_drown_time = level.time + 1;
668:
669: // take more damage the longer underwater
670: current_player->dmg += 2;
671: if (current_player->dmg > 15)
672: current_player->dmg = 15;
673:
674: // play a gurp sound instead of a normal pain sound
675: if (current_player->health <= current_player->dmg)
676: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
677: else if (rand()&1)
678: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
679: else
680: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
681:
682: current_player->pain_debounce_time = level.time;
683:
684: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
685: }
686: }
687: }
688: else
689: {
690: current_player->air_finished = level.time + 12;
691: current_player->dmg = 2;
692: }
693:
694: //
695: // check for sizzle damage
696: //
697: if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
698: {
699: if (current_player->watertype & CONTENTS_LAVA)
700: {
701: if (current_player->health > 0
702: && current_player->pain_debounce_time <= level.time
703: && current_client->invincible_framenum < level.framenum)
704: {
705: if (rand()&1)
706: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
707: else
708: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
709: current_player->pain_debounce_time = level.time + 1;
710: }
711:
712: if (envirosuit) // take 1/3 damage with envirosuit
713: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
714: else
715: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
716: }
717:
718: if (current_player->watertype & CONTENTS_SLIME)
719: {
720: if (!envirosuit)
721: { // no damage from slime with envirosuit
722: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
723: }
724: }
725: }
726: }
727:
728:
729: /*
730: ===============
731: G_SetClientEffects
732: ===============
733: */
734: void G_SetClientEffects (edict_t *ent)
735: {
736: int pa_type;
737: int remaining;
738:
739: ent->s.effects = 0;
740: ent->s.renderfx = 0;
741:
742: if (ent->health <= 0 || level.intermissiontime)
743: return;
744:
745: if (ent->powerarmor_time > level.time)
746: {
747: pa_type = PowerArmorType (ent);
748: if (pa_type == POWER_ARMOR_SCREEN)
749: {
750: ent->s.effects |= EF_POWERSCREEN;
751: }
752: else if (pa_type == POWER_ARMOR_SHIELD)
753: {
754: ent->s.effects |= EF_COLOR_SHELL;
755: ent->s.renderfx |= RF_SHELL_GREEN;
756: }
757: }
758:
759: //ZOID
760: CTFEffects(ent);
761: //ZOID
762:
763: if (ent->client->quad_framenum > level.framenum
764: //ZOID
765: && (level.framenum & 8)
766: //ZOID
767: )
768: {
769: remaining = ent->client->quad_framenum - level.framenum;
770: if (remaining > 30 || (remaining & 4) )
771: ent->s.effects |= EF_QUAD;
772: }
773:
774: if (ent->client->invincible_framenum > level.framenum
775: //ZOID
776: && (level.framenum & 8)
777: //ZOID
778: )
779: {
780: remaining = ent->client->invincible_framenum - level.framenum;
781: if (remaining > 30 || (remaining & 4) )
782: ent->s.effects |= EF_PENT;
783: }
784:
785: // show cheaters!!!
786: if (ent->flags & FL_GODMODE)
787: {
788: ent->s.effects |= EF_COLOR_SHELL;
789: ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
790: }
791: }
792:
793:
794: /*
795: ===============
796: G_SetClientEvent
797: ===============
798: */
799: void G_SetClientEvent (edict_t *ent)
800: {
801: if (ent->s.event)
802: return;
803:
804: if ( ent->groundentity && xyspeed > 225)
805: {
806: if ( (int)(current_client->bobtime+bobmove) != bobcycle )
807: ent->s.event = EV_FOOTSTEP;
808: }
809: }
810:
811: /*
812: ===============
813: G_SetClientSound
814: ===============
815: */
816: void G_SetClientSound (edict_t *ent)
817: {
818: char *weap;
819:
820: if (ent->client->resp.game_helpchanged != game.helpchanged)
821: {
822: ent->client->resp.game_helpchanged = game.helpchanged;
823: ent->client->resp.helpchanged = 1;
824: }
825:
826: // help beep (no more than three times)
827: if (ent->client->resp.helpchanged && ent->client->resp.helpchanged <= 3 && !(level.framenum&63) )
828: {
829: ent->client->resp.helpchanged++;
830: gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
831: }
832:
833:
834: if (ent->client->pers.weapon)
835: weap = ent->client->pers.weapon->classname;
836: else
837: weap = "";
838:
839: if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
840: ent->s.sound = snd_fry;
841: else if (strcmp(weap, "weapon_railgun") == 0)
842: ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
843: else if (strcmp(weap, "weapon_bfg") == 0)
844: ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
845: else if (ent->client->weapon_sound)
846: ent->s.sound = ent->client->weapon_sound;
847: else
848: ent->s.sound = 0;
849: }
850:
851: /*
852: ===============
853: G_SetClientFrame
854: ===============
855: */
856: void G_SetClientFrame (edict_t *ent)
857: {
858: gclient_t *client;
859: qboolean duck, run;
860:
861: if (ent->s.modelindex != 255)
862: return; // not in the player model
863:
864: client = ent->client;
865:
866: if (client->ps.pmove.pm_flags & PMF_DUCKED)
867: duck = true;
868: else
869: duck = false;
870: if (xyspeed)
871: run = true;
872: else
873: run = false;
874:
875: // check for stand/duck and stop/go transitions
876: if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
877: goto newanim;
878: if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
879: goto newanim;
880: if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
881: goto newanim;
882:
883: if(client->anim_priority == ANIM_REVERSE)
884: {
885: if(ent->s.frame > client->anim_end)
886: {
887: ent->s.frame--;
888: return;
889: }
890: }
891: else if (ent->s.frame < client->anim_end)
892: { // continue an animation
893: ent->s.frame++;
894: return;
895: }
896:
897: if (client->anim_priority == ANIM_DEATH)
898: return; // stay there
899: if (client->anim_priority == ANIM_JUMP)
900: {
901: if (!ent->groundentity)
902: return; // stay there
903: ent->client->anim_priority = ANIM_WAVE;
904: ent->s.frame = FRAME_jump3;
905: ent->client->anim_end = FRAME_jump6;
906: return;
907: }
908:
909: newanim:
910: // return to either a running or standing frame
911: client->anim_priority = ANIM_BASIC;
912: client->anim_duck = duck;
913: client->anim_run = run;
914:
915: if (!ent->groundentity)
916: {
917: //ZOID: if on grapple, don't go into jump frame, go into standing
918: //frame
919: if (client->ctf_grapple) {
920: ent->s.frame = FRAME_stand01;
921: client->anim_end = FRAME_stand40;
922: } else {
923: //ZOID
924: client->anim_priority = ANIM_JUMP;
925: if (ent->s.frame != FRAME_jump2)
926: ent->s.frame = FRAME_jump1;
927: client->anim_end = FRAME_jump2;
928: }
929: }
930: else if (run)
931: { // running
932: if (duck)
933: {
934: ent->s.frame = FRAME_crwalk1;
935: client->anim_end = FRAME_crwalk6;
936: }
937: else
938: {
939: ent->s.frame = FRAME_run1;
940: client->anim_end = FRAME_run6;
941: }
942: }
943: else
944: { // standing
945: if (duck)
946: {
947: ent->s.frame = FRAME_crstnd01;
948: client->anim_end = FRAME_crstnd19;
949: }
950: else
951: {
952: ent->s.frame = FRAME_stand01;
953: client->anim_end = FRAME_stand40;
954: }
955: }
956: }
957:
958:
959: /*
960: =================
961: ClientEndServerFrame
962:
963: Called for each player at the end of the server frame
964: and right after spawning
965: =================
966: */
967: void ClientEndServerFrame (edict_t *ent)
968: {
969: float bobtime;
970: int i;
971:
972: current_player = ent;
973: current_client = ent->client;
974:
975: //
976: // If the origin or velocity have changed since ClientThink(),
977: // update the pmove values. This will happen when the client
978: // is pushed by a bmodel or kicked by an explosion.
979: //
980: // If it wasn't updated here, the view position would lag a frame
981: // behind the body position when pushed -- "sinking into plats"
982: //
983: for (i=0 ; i<3 ; i++)
984: {
985: current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
986: current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
987: }
988:
989: //
990: // If the end of unit layout is displayed, don't give
991: // the player any normal movement attributes
992: //
993: if (level.intermissiontime)
994: {
995: // FIXME: add view drifting here?
996: current_client->ps.blend[3] = 0;
997: current_client->ps.fov = 90;
998: G_SetStats (ent);
999: return;
1000: }
1001:
1002: AngleVectors (ent->client->v_angle, forward, right, up);
1003:
1004: // burn from lava, etc
1005: P_WorldEffects ();
1006:
1007: //
1008: // set model angles from view angles so other things in
1009: // the world can tell which direction you are looking
1010: //
1011: if (ent->client->v_angle[PITCH] > 180)
1012: ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
1013: else
1014: ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
1015: ent->s.angles[YAW] = ent->client->v_angle[YAW];
1016: ent->s.angles[ROLL] = 0;
1017: ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
1018:
1019: //
1020: // calculate speed and cycle to be used for
1021: // all cyclic walking effects
1022: //
1023: xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
1024:
1025: if (xyspeed < 5)
1026: {
1027: bobmove = 0;
1028: current_client->bobtime = 0; // start at beginning of cycle again
1029: }
1030: else if (ent->groundentity)
1031: { // so bobbing only cycles when on ground
1032: if (xyspeed > 210)
1033: bobmove = 0.25;
1034: else if (xyspeed > 100)
1035: bobmove = 0.125;
1036: else
1037: bobmove = 0.0625;
1038: }
1039:
1040: bobtime = (current_client->bobtime += bobmove);
1041:
1042: if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
1043: bobtime *= 4;
1044:
1045: bobcycle = (int)bobtime;
1046: bobfracsin = fabs(sin(bobtime*M_PI));
1047:
1048: // detect hitting the floor
1049: P_FallingDamage (ent);
1050:
1051: // apply all the damage taken this frame
1052: P_DamageFeedback (ent);
1053:
1054: // determine the view offsets
1055: SV_CalcViewOffset (ent);
1056:
1057: // determine the gun offsets
1058: SV_CalcGunOffset (ent);
1059:
1060: // determine the full screen color blend
1061: // must be after viewoffset, so eye contents can be
1062: // accurately determined
1063: // FIXME: with client prediction, the contents
1064: // should be determined by the client
1065: SV_CalcBlend (ent);
1066:
1067: //ZOID
1068: if (!ent->client->chase_target)
1069: //ZOID
1070: G_SetStats (ent);
1071:
1072: //ZOID
1073: //update chasecam follower stats
1074: for (i = 1; i <= maxclients->value; i++) {
1075: edict_t *e = g_edicts + i;
1076: if (!e->inuse || e->client->chase_target != ent)
1077: continue;
1078: memcpy(e->client->ps.stats,
1079: ent->client->ps.stats,
1080: sizeof(ent->client->ps.stats));
1081: e->client->ps.stats[STAT_LAYOUTS] = 1;
1082: break;
1083: }
1084: //ZOID
1085:
1086:
1087: G_SetClientEvent (ent);
1088:
1089: G_SetClientEffects (ent);
1090:
1091: G_SetClientSound (ent);
1092:
1093: G_SetClientFrame (ent);
1094:
1095: VectorCopy (ent->velocity, ent->client->oldvelocity);
1096: VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
1097:
1098: // clear weapon kicks
1099: VectorClear (ent->client->kick_origin);
1100: VectorClear (ent->client->kick_angles);
1101:
1102: // if the scoreboard is up, update it
1103: if (ent->client->showscores && !(level.framenum & 31) )
1104: {
1105: //ZOID
1106: if (ent->client->menu) {
1107: PMenu_Do_Update(ent);
1108: ent->client->menudirty = false;
1109: ent->client->menutime = level.time;
1110: } else
1111: //ZOID
1112: DeathmatchScoreboardMessage (ent, ent->enemy);
1113: gi.unicast (ent, false);
1114: }
1115: }
1116:
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.