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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; // always 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 always 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: // never take falling damage if completely underwater
507: if (ent->waterlevel == 3)
508: return;
509: if (ent->waterlevel == 2)
510: delta *= 0.25;
511: if (ent->waterlevel == 1)
512: delta *= 0.5;
513:
514: if (delta < 1)
515: return;
516:
517: if (delta < 15)
518: {
519: ent->s.event = EV_FOOTSTEP;
520: return;
521: }
522:
523: ent->client->fall_value = delta*0.5;
524: if (ent->client->fall_value > 40)
525: ent->client->fall_value = 40;
526: ent->client->fall_time = level.time + FALL_TIME;
527:
528: if (delta > 30)
529: {
530: if (ent->health > 0)
531: {
532: if (delta >= 55)
533: ent->s.event = EV_FALLFAR;
534: else
535: ent->s.event = EV_FALL;
536: }
537: ent->pain_debounce_time = level.time; // no normal pain sound
538: damage = (delta-30)/2;
539: if (damage < 1)
540: damage = 1;
541: VectorSet (dir, 0, 0, 1);
542:
543: if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
544: T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
545: }
546: else
547: {
548: ent->s.event = EV_FALLSHORT;
549: return;
550: }
551: }
552:
553:
554:
555: /*
556: =============
557: P_WorldEffects
558: =============
559: */
560: void P_WorldEffects (void)
561: {
562: qboolean breather;
563: qboolean envirosuit;
564: int waterlevel, old_waterlevel;
565:
566: if (current_player->movetype == MOVETYPE_NOCLIP)
567: {
568: current_player->air_finished = level.time + 12; // don't need air
569: return;
570: }
571:
572: waterlevel = current_player->waterlevel;
573: old_waterlevel = current_client->old_waterlevel;
574: current_client->old_waterlevel = waterlevel;
575:
576: breather = current_client->breather_framenum > level.framenum;
577: envirosuit = current_client->enviro_framenum > level.framenum;
578:
579: //
580: // if just entered a water volume, play a sound
581: //
582: if (!old_waterlevel && waterlevel)
583: {
584: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
585: if (current_player->watertype & CONTENTS_LAVA)
586: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
587: else if (current_player->watertype & CONTENTS_SLIME)
588: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
589: else if (current_player->watertype & CONTENTS_WATER)
590: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
591: current_player->flags |= FL_INWATER;
592:
593: // clear damage_debounce, so the pain sound will play immediately
594: current_player->damage_debounce_time = level.time - 1;
595: }
596:
597: //
598: // if just completely exited a water volume, play a sound
599: //
600: if (old_waterlevel && ! waterlevel)
601: {
602: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
603: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
604: current_player->flags &= ~FL_INWATER;
605: }
606:
607: //
608: // check for head just going under water
609: //
610: if (old_waterlevel != 3 && waterlevel == 3)
611: {
612: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
613: }
614:
615: //
616: // check for head just coming out of water
617: //
618: if (old_waterlevel == 3 && waterlevel != 3)
619: {
620: if (current_player->air_finished < level.time)
621: { // gasp for air
622: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
623: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
624: }
625: else if (current_player->air_finished < level.time + 11)
626: { // just break surface
627: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
628: }
629: }
630:
631: //
632: // check for drowning
633: //
634: if (waterlevel == 3)
635: {
636: // breather or envirosuit give air
637: if (breather || envirosuit)
638: {
639: current_player->air_finished = level.time + 10;
640:
641: if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
642: {
643: if (!current_client->breather_sound)
644: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
645: else
646: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
647: current_client->breather_sound ^= 1;
648: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
649: //FIXME: release a bubble?
650: }
651: }
652:
653: // if out of air, start drowning
654: if (current_player->air_finished < level.time)
655: { // drown!
656: if (current_player->client->next_drown_time < level.time
657: && current_player->health > 0)
658: {
659: current_player->client->next_drown_time = level.time + 1;
660:
661: // take more damage the longer underwater
662: current_player->dmg += 2;
663: if (current_player->dmg > 15)
664: current_player->dmg = 15;
665:
666: // play a gurp sound instead of a normal pain sound
667: if (current_player->health <= current_player->dmg)
668: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
669: else if (rand()&1)
670: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
671: else
672: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
673:
674: current_player->pain_debounce_time = level.time;
675:
676: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
677: }
678: }
679: }
680: else
681: {
682: current_player->air_finished = level.time + 12;
683: current_player->dmg = 2;
684: }
685:
686: //
687: // check for sizzle damage
688: //
689: if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
690: {
691: if (current_player->watertype & CONTENTS_LAVA)
692: {
693: if (current_player->health > 0
694: && current_player->pain_debounce_time <= level.time
695: && current_client->invincible_framenum < level.framenum)
696: {
697: if (rand()&1)
698: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
699: else
700: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
701: current_player->pain_debounce_time = level.time + 1;
702: }
703:
704: if (envirosuit) // take 1/3 damage with envirosuit
705: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
706: else
707: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
708: }
709:
710: if (current_player->watertype & CONTENTS_SLIME)
711: {
712: if (!envirosuit)
713: { // no damage from slime with envirosuit
714: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
715: }
716: }
717: }
718: }
719:
720:
721: /*
722: ===============
723: G_SetClientEffects
724: ===============
725: */
726: void G_SetClientEffects (edict_t *ent)
727: {
728: int pa_type;
729: int remaining;
730:
731: ent->s.effects = 0;
732: ent->s.renderfx = 0;
733:
734: if (ent->health <= 0 || level.intermissiontime)
735: return;
736:
737: if (ent->powerarmor_time > level.time)
738: {
739: pa_type = PowerArmorType (ent);
740: if (pa_type == POWER_ARMOR_SCREEN)
741: {
742: ent->s.effects |= EF_POWERSCREEN;
743: }
744: else if (pa_type == POWER_ARMOR_SHIELD)
745: {
746: ent->s.effects |= EF_COLOR_SHELL;
747: ent->s.renderfx |= RF_SHELL_GREEN;
748: }
749: }
750:
751: if (ent->client->quad_framenum > level.framenum)
752: {
753: remaining = ent->client->quad_framenum - level.framenum;
754: if (remaining > 30 || (remaining & 4) )
755: ent->s.effects |= EF_QUAD;
756: }
757:
758: if (ent->client->invincible_framenum > level.framenum)
759: {
760: remaining = ent->client->invincible_framenum - level.framenum;
761: if (remaining > 30 || (remaining & 4) )
762: ent->s.effects |= EF_PENT;
763: }
764:
765: // show cheaters!!!
766: if (ent->flags & FL_GODMODE)
767: {
768: ent->s.effects |= EF_COLOR_SHELL;
769: ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
770: }
771: }
772:
773:
774: /*
775: ===============
776: G_SetClientEvent
777: ===============
778: */
779: void G_SetClientEvent (edict_t *ent)
780: {
781: if (ent->s.event)
782: return;
783:
784: if ( ent->groundentity && xyspeed > 225)
785: {
786: if ( (int)(current_client->bobtime+bobmove) != bobcycle )
787: ent->s.event = EV_FOOTSTEP;
788: }
789: }
790:
791: /*
792: ===============
793: G_SetClientSound
794: ===============
795: */
796: void G_SetClientSound (edict_t *ent)
797: {
798: char *weap;
799:
800: if (ent->client->pers.game_helpchanged != game.helpchanged)
801: {
802: ent->client->pers.game_helpchanged = game.helpchanged;
803: ent->client->pers.helpchanged = 1;
804: }
805:
806: // help beep (no more than three times)
807: if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
808: {
809: ent->client->pers.helpchanged++;
810: gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
811: }
812:
813:
814: if (ent->client->pers.weapon)
815: weap = ent->client->pers.weapon->classname;
816: else
817: weap = "";
818:
819: if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
820: ent->s.sound = snd_fry;
821: else if (strcmp(weap, "weapon_railgun") == 0)
822: ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
823: else if (strcmp(weap, "weapon_bfg") == 0)
824: ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
825: else if (ent->client->weapon_sound)
826: ent->s.sound = ent->client->weapon_sound;
827: else
828: ent->s.sound = 0;
829: }
830:
831: /*
832: ===============
833: G_SetClientFrame
834: ===============
835: */
836: void G_SetClientFrame (edict_t *ent)
837: {
838: gclient_t *client;
839: qboolean duck, run;
840:
841: if (ent->s.modelindex != 255)
842: return; // not in the player model
843:
844: client = ent->client;
845:
846: if (client->ps.pmove.pm_flags & PMF_DUCKED)
847: duck = true;
848: else
849: duck = false;
850: if (xyspeed)
851: run = true;
852: else
853: run = false;
854:
855: // check for stand/duck and stop/go transitions
856: if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
857: goto newanim;
858: if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
859: goto newanim;
860: if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
861: goto newanim;
862:
863: if(client->anim_priority == ANIM_REVERSE)
864: {
865: if(ent->s.frame > client->anim_end)
866: {
867: ent->s.frame--;
868: return;
869: }
870: }
871: else if (ent->s.frame < client->anim_end)
872: { // continue an animation
873: ent->s.frame++;
874: return;
875: }
876:
877: if (client->anim_priority == ANIM_DEATH)
878: return; // stay there
879: if (client->anim_priority == ANIM_JUMP)
880: {
881: if (!ent->groundentity)
882: return; // stay there
883: ent->client->anim_priority = ANIM_WAVE;
884: ent->s.frame = FRAME_jump3;
885: ent->client->anim_end = FRAME_jump6;
886: return;
887: }
888:
889: newanim:
890: // return to either a running or standing frame
891: client->anim_priority = ANIM_BASIC;
892: client->anim_duck = duck;
893: client->anim_run = run;
894:
895: if (!ent->groundentity)
896: {
897: client->anim_priority = ANIM_JUMP;
898: if (ent->s.frame != FRAME_jump2)
899: ent->s.frame = FRAME_jump1;
900: client->anim_end = FRAME_jump2;
901: }
902: else if (run)
903: { // running
904: if (duck)
905: {
906: ent->s.frame = FRAME_crwalk1;
907: client->anim_end = FRAME_crwalk6;
908: }
909: else
910: {
911: ent->s.frame = FRAME_run1;
912: client->anim_end = FRAME_run6;
913: }
914: }
915: else
916: { // standing
917: if (duck)
918: {
919: ent->s.frame = FRAME_crstnd01;
920: client->anim_end = FRAME_crstnd19;
921: }
922: else
923: {
924: ent->s.frame = FRAME_stand01;
925: client->anim_end = FRAME_stand40;
926: }
927: }
928: }
929:
930:
931: /*
932: =================
933: ClientEndServerFrame
934:
935: Called for each player at the end of the server frame
936: and right after spawning
937: =================
938: */
939: void ClientEndServerFrame (edict_t *ent)
940: {
941: float bobtime;
942: int i;
943:
944: current_player = ent;
945: current_client = ent->client;
946:
947: //
948: // If the origin or velocity have changed since ClientThink(),
949: // update the pmove values. This will happen when the client
950: // is pushed by a bmodel or kicked by an explosion.
951: //
952: // If it wasn't updated here, the view position would lag a frame
953: // behind the body position when pushed -- "sinking into plats"
954: //
955: for (i=0 ; i<3 ; i++)
956: {
957: current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
958: current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
959: }
960:
961: //
962: // If the end of unit layout is displayed, don't give
963: // the player any normal movement attributes
964: //
965: if (level.intermissiontime)
966: {
967: // FIXME: add view drifting here?
968: current_client->ps.blend[3] = 0;
969: current_client->ps.fov = 90;
970: G_SetStats (ent);
971: return;
972: }
973:
974: AngleVectors (ent->client->v_angle, forward, right, up);
975:
976: // burn from lava, etc
977: P_WorldEffects ();
978:
979: //
980: // set model angles from view angles so other things in
981: // the world can tell which direction you are looking
982: //
983: if (ent->client->v_angle[PITCH] > 180)
984: ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
985: else
986: ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
987: ent->s.angles[YAW] = ent->client->v_angle[YAW];
988: ent->s.angles[ROLL] = 0;
989: ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
990:
991: //
992: // calculate speed and cycle to be used for
993: // all cyclic walking effects
994: //
995: xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
996:
997: if (xyspeed < 5)
998: {
999: bobmove = 0;
1000: current_client->bobtime = 0; // start at beginning of cycle again
1001: }
1002: else if (ent->groundentity)
1003: { // so bobbing only cycles when on ground
1004: if (xyspeed > 210)
1005: bobmove = 0.25;
1006: else if (xyspeed > 100)
1007: bobmove = 0.125;
1008: else
1009: bobmove = 0.0625;
1010: }
1011:
1012: bobtime = (current_client->bobtime += bobmove);
1013:
1014: if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
1015: bobtime *= 4;
1016:
1017: bobcycle = (int)bobtime;
1018: bobfracsin = fabs(sin(bobtime*M_PI));
1019:
1020: // detect hitting the floor
1021: P_FallingDamage (ent);
1022:
1023: // apply all the damage taken this frame
1024: P_DamageFeedback (ent);
1025:
1026: // determine the view offsets
1027: SV_CalcViewOffset (ent);
1028:
1029: // determine the gun offsets
1030: SV_CalcGunOffset (ent);
1031:
1032: // determine the full screen color blend
1033: // must be after viewoffset, so eye contents can be
1034: // accurately determined
1035: // FIXME: with client prediction, the contents
1036: // should be determined by the client
1037: SV_CalcBlend (ent);
1038:
1.1.1.2 ! root 1039: // chase cam stuff
! 1040: if (ent->client->resp.spectator)
! 1041: G_SetSpectatorStats(ent);
! 1042: else
! 1043: G_SetStats (ent);
! 1044: G_CheckChaseStats(ent);
1.1 root 1045:
1046: G_SetClientEvent (ent);
1047:
1048: G_SetClientEffects (ent);
1049:
1050: G_SetClientSound (ent);
1051:
1052: G_SetClientFrame (ent);
1053:
1054: VectorCopy (ent->velocity, ent->client->oldvelocity);
1055: VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
1056:
1057: // clear weapon kicks
1058: VectorClear (ent->client->kick_origin);
1059: VectorClear (ent->client->kick_angles);
1060:
1061: // if the scoreboard is up, update it
1062: if (ent->client->showscores && !(level.framenum & 31) )
1063: {
1064: DeathmatchScoreboardMessage (ent, ent->enemy);
1065: gi.unicast (ent, false);
1066: }
1067: }
1068:
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