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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: // RAFAEL
433: else if (ent->client->quadfire_framenum > level.framenum)
434: {
435: remaining = ent->client->quadfire_framenum - level.framenum;
436: if (remaining == 30) // beginning to fade
437: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire2.wav"), 1, ATTN_NORM, 0);
438: if (remaining > 30 || (remaining & 4) )
439: SV_AddBlend (1, 0.2, 0.5, 0.08, ent->client->ps.blend);
440: }
441: else if (ent->client->invincible_framenum > level.framenum)
442: {
443: remaining = ent->client->invincible_framenum - level.framenum;
444: if (remaining == 30) // beginning to fade
445: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
446: if (remaining > 30 || (remaining & 4) )
447: SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
448: }
449: else if (ent->client->enviro_framenum > level.framenum)
450: {
451: remaining = ent->client->enviro_framenum - level.framenum;
452: if (remaining == 30) // beginning to fade
453: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
454: if (remaining > 30 || (remaining & 4) )
455: SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
456: }
457: else if (ent->client->breather_framenum > level.framenum)
458: {
459: remaining = ent->client->breather_framenum - level.framenum;
460: if (remaining == 30) // beginning to fade
461: gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
462: if (remaining > 30 || (remaining & 4) )
463: SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
464: }
465:
466: // add for damage
467: if (ent->client->damage_alpha > 0)
468: SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
469: ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
470:
471: if (ent->client->bonus_alpha > 0)
472: SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
473:
474: // drop the damage value
475: ent->client->damage_alpha -= 0.06;
476: if (ent->client->damage_alpha < 0)
477: ent->client->damage_alpha = 0;
478:
479: // drop the bonus value
480: ent->client->bonus_alpha -= 0.1;
481: if (ent->client->bonus_alpha < 0)
482: ent->client->bonus_alpha = 0;
483: }
484:
485:
486: /*
487: =================
488: P_FallingDamage
489: =================
490: */
491: void P_FallingDamage (edict_t *ent)
492: {
493: float delta;
494: int damage;
495: vec3_t dir;
496:
497: if (ent->s.modelindex != 255)
498: return; // not in the player model
499:
500: if (ent->movetype == MOVETYPE_NOCLIP)
501: return;
502:
503: if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
504: {
505: delta = ent->client->oldvelocity[2];
506: }
507: else
508: {
509: if (!ent->groundentity)
510: return;
511: delta = ent->velocity[2] - ent->client->oldvelocity[2];
512: }
513: delta = delta*delta * 0.0001;
514:
515: // never take falling damage if completely underwater
516: if (ent->waterlevel == 3)
517: return;
518: if (ent->waterlevel == 2)
519: delta *= 0.25;
520: if (ent->waterlevel == 1)
521: delta *= 0.5;
522:
523: if (delta < 1)
524: return;
525:
526: if (delta < 15)
527: {
528: ent->s.event = EV_FOOTSTEP;
529: return;
530: }
531:
532: ent->client->fall_value = delta*0.5;
533: if (ent->client->fall_value > 40)
534: ent->client->fall_value = 40;
535: ent->client->fall_time = level.time + FALL_TIME;
536:
537: if (delta > 30)
538: {
539: if (ent->health > 0)
540: {
541: if (delta >= 55)
542: ent->s.event = EV_FALLFAR;
543: else
544: ent->s.event = EV_FALL;
545: }
546: ent->pain_debounce_time = level.time; // no normal pain sound
547: damage = (delta-30)/2;
548: if (damage < 1)
549: damage = 1;
550: VectorSet (dir, 0, 0, 1);
551:
552: if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
553: T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
554: }
555: else
556: {
557: ent->s.event = EV_FALLSHORT;
558: return;
559: }
560: }
561:
562:
563:
564: /*
565: =============
566: P_WorldEffects
567: =============
568: */
569: void P_WorldEffects (void)
570: {
571: qboolean breather;
572: qboolean envirosuit;
573: int waterlevel, old_waterlevel;
574:
575: if (current_player->movetype == MOVETYPE_NOCLIP)
576: {
577: current_player->air_finished = level.time + 12; // don't need air
578: return;
579: }
580:
581: waterlevel = current_player->waterlevel;
582: old_waterlevel = current_client->old_waterlevel;
583: current_client->old_waterlevel = waterlevel;
584:
585: breather = current_client->breather_framenum > level.framenum;
586: envirosuit = current_client->enviro_framenum > level.framenum;
587:
588: //
589: // if just entered a water volume, play a sound
590: //
591: if (!old_waterlevel && waterlevel)
592: {
593: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
594: if (current_player->watertype & CONTENTS_LAVA)
595: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
596: else if (current_player->watertype & CONTENTS_SLIME)
597: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
598: else if (current_player->watertype & CONTENTS_WATER)
599: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
600: current_player->flags |= FL_INWATER;
601:
602: // clear damage_debounce, so the pain sound will play immediately
603: current_player->damage_debounce_time = level.time - 1;
604: }
605:
606: //
607: // if just completely exited a water volume, play a sound
608: //
609: if (old_waterlevel && ! waterlevel)
610: {
611: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
612: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
613: current_player->flags &= ~FL_INWATER;
614: }
615:
616: //
617: // check for head just going under water
618: //
619: if (old_waterlevel != 3 && waterlevel == 3)
620: {
621: gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
622: }
623:
624: //
625: // check for head just coming out of water
626: //
627: if (old_waterlevel == 3 && waterlevel != 3)
628: {
629: if (current_player->air_finished < level.time)
630: { // gasp for air
631: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
632: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
633: }
634: else if (current_player->air_finished < level.time + 11)
635: { // just break surface
636: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
637: }
638: }
639:
640: //
641: // check for drowning
642: //
643: if (waterlevel == 3)
644: {
645: // breather or envirosuit give air
646: if (breather || envirosuit)
647: {
648: current_player->air_finished = level.time + 10;
649:
650: if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
651: {
652: if (!current_client->breather_sound)
653: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
654: else
655: gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
656: current_client->breather_sound ^= 1;
657: PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
658: //FIXME: release a bubble?
659: }
660: }
661:
662: // if out of air, start drowning
663: if (current_player->air_finished < level.time)
664: { // drown!
665: if (current_player->client->next_drown_time < level.time
666: && current_player->health > 0)
667: {
668: current_player->client->next_drown_time = level.time + 1;
669:
670: // take more damage the longer underwater
671: current_player->dmg += 2;
672: if (current_player->dmg > 15)
673: current_player->dmg = 15;
674:
675: // play a gurp sound instead of a normal pain sound
676: if (current_player->health <= current_player->dmg)
677: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
678: else if (rand()&1)
679: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
680: else
681: gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
682:
683: current_player->pain_debounce_time = level.time;
684:
685: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
686: }
687: }
688: }
689: else
690: {
691: current_player->air_finished = level.time + 12;
692: current_player->dmg = 2;
693: }
694:
695: //
696: // check for sizzle damage
697: //
698: if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
699: {
700: if (current_player->watertype & CONTENTS_LAVA)
701: {
702: if (current_player->health > 0
703: && current_player->pain_debounce_time <= level.time
704: && current_client->invincible_framenum < level.framenum)
705: {
706: if (rand()&1)
707: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
708: else
709: gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
710: current_player->pain_debounce_time = level.time + 1;
711: }
712:
713: if (envirosuit) // take 1/3 damage with envirosuit
714: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
715: else
716: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
717: }
718:
719: if (current_player->watertype & CONTENTS_SLIME)
720: {
721: if (!envirosuit)
722: { // no damage from slime with envirosuit
723: T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
724: }
725: }
726: }
727: }
728:
729:
730: /*
731: ===============
732: G_SetClientEffects
733: ===============
734: */
735: void G_SetClientEffects (edict_t *ent)
736: {
737: int pa_type;
738: int remaining;
739:
740: ent->s.effects = 0;
741: ent->s.renderfx = 0;
742:
743: if (ent->health <= 0 || level.intermissiontime)
744: return;
745:
746: if (ent->powerarmor_time > level.time)
747: {
748: pa_type = PowerArmorType (ent);
749: if (pa_type == POWER_ARMOR_SCREEN)
750: {
751: ent->s.effects |= EF_POWERSCREEN;
752: }
753: else if (pa_type == POWER_ARMOR_SHIELD)
754: {
755: ent->s.effects |= EF_COLOR_SHELL;
756: ent->s.renderfx |= RF_SHELL_GREEN;
757: }
758: }
759:
760: if (ent->client->quad_framenum > level.framenum)
761: {
762: remaining = ent->client->quad_framenum - level.framenum;
763: if (remaining > 30 || (remaining & 4) )
764: ent->s.effects |= EF_QUAD;
765: }
766:
767: // RAFAEL
768: if (ent->client->quadfire_framenum > level.framenum)
769: {
770: remaining = ent->client->quadfire_framenum - level.framenum;
771: if (remaining > 30 || (remaining & 4) )
772: ent->s.effects |= EF_QUAD;
773: }
774:
775:
776: if (ent->client->invincible_framenum > level.framenum)
777: {
778: remaining = ent->client->invincible_framenum - level.framenum;
779: if (remaining > 30 || (remaining & 4) )
780: ent->s.effects |= EF_PENT;
781: }
782:
783: // show cheaters!!!
784: if (ent->flags & FL_GODMODE)
785: {
786: ent->s.effects |= EF_COLOR_SHELL;
787: ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
788: }
789: }
790:
791:
792: /*
793: ===============
794: G_SetClientEvent
795: ===============
796: */
797: void G_SetClientEvent (edict_t *ent)
798: {
799: if (ent->s.event)
800: return;
801:
802: if ( ent->groundentity && xyspeed > 225)
803: {
804: if ( (int)(current_client->bobtime+bobmove) != bobcycle )
805: ent->s.event = EV_FOOTSTEP;
806: }
807: }
808:
809: /*
810: ===============
811: G_SetClientSound
812: ===============
813: */
814: void G_SetClientSound (edict_t *ent)
815: {
816: char *weap;
817:
818: if (ent->client->pers.game_helpchanged != game.helpchanged)
819: {
820: ent->client->pers.game_helpchanged = game.helpchanged;
821: ent->client->pers.helpchanged = 1;
822: }
823:
824: // help beep (no more than three times)
825: if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
826: {
827: ent->client->pers.helpchanged++;
828: gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
829: }
830:
831:
832: if (ent->client->pers.weapon)
833: weap = ent->client->pers.weapon->classname;
834: else
835: weap = "";
836:
837: if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
838: ent->s.sound = snd_fry;
839: else if (strcmp(weap, "weapon_railgun") == 0)
840: ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
841: else if (strcmp(weap, "weapon_bfg") == 0)
842: ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
843: // RAFAEL
844: else if (strcmp (weap, "weapon_phalanx") == 0)
845: ent->s.sound = gi.soundindex ("weapons/phaloop.wav");
846: else if (ent->client->weapon_sound)
847: ent->s.sound = ent->client->weapon_sound;
848: else
849: ent->s.sound = 0;
850: }
851:
852: /*
853: ===============
854: G_SetClientFrame
855: ===============
856: */
857: void G_SetClientFrame (edict_t *ent)
858: {
859: gclient_t *client;
860: qboolean duck, run;
861:
862: if (ent->s.modelindex != 255)
863: return; // not in the player model
864:
865: client = ent->client;
866:
867: if (client->ps.pmove.pm_flags & PMF_DUCKED)
868: duck = true;
869: else
870: duck = false;
871: if (xyspeed)
872: run = true;
873: else
874: run = false;
875:
876: // check for stand/duck and stop/go transitions
877: if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
878: goto newanim;
879: if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
880: goto newanim;
881: if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
882: goto newanim;
883:
884: if(client->anim_priority == ANIM_REVERSE)
885: {
886: if(ent->s.frame > client->anim_end)
887: {
888: ent->s.frame--;
889: return;
890: }
891: }
892: else if (ent->s.frame < client->anim_end)
893: { // continue an animation
894: ent->s.frame++;
895: return;
896: }
897:
898: if (client->anim_priority == ANIM_DEATH)
899: return; // stay there
900: if (client->anim_priority == ANIM_JUMP)
901: {
902: if (!ent->groundentity)
903: return; // stay there
904: ent->client->anim_priority = ANIM_WAVE;
905: ent->s.frame = FRAME_jump3;
906: ent->client->anim_end = FRAME_jump6;
907: return;
908: }
909:
910: newanim:
911: // return to either a running or standing frame
912: client->anim_priority = ANIM_BASIC;
913: client->anim_duck = duck;
914: client->anim_run = run;
915:
916: if (!ent->groundentity)
917: {
918: client->anim_priority = ANIM_JUMP;
919: if (ent->s.frame != FRAME_jump2)
920: ent->s.frame = FRAME_jump1;
921: client->anim_end = FRAME_jump2;
922: }
923: else if (run)
924: { // running
925: if (duck)
926: {
927: ent->s.frame = FRAME_crwalk1;
928: client->anim_end = FRAME_crwalk6;
929: }
930: else
931: {
932: ent->s.frame = FRAME_run1;
933: client->anim_end = FRAME_run6;
934: }
935: }
936: else
937: { // standing
938: if (duck)
939: {
940: ent->s.frame = FRAME_crstnd01;
941: client->anim_end = FRAME_crstnd19;
942: }
943: else
944: {
945: ent->s.frame = FRAME_stand01;
946: client->anim_end = FRAME_stand40;
947: }
948: }
949: }
950:
951:
952: /*
953: =================
954: ClientEndServerFrame
955:
956: Called for each player at the end of the server frame
957: and right after spawning
958: =================
959: */
960: void ClientEndServerFrame (edict_t *ent)
961: {
962: float bobtime;
963: int i;
964:
965: current_player = ent;
966: current_client = ent->client;
967:
968: //
969: // If the origin or velocity have changed since ClientThink(),
970: // update the pmove values. This will happen when the client
971: // is pushed by a bmodel or kicked by an explosion.
972: //
973: // If it wasn't updated here, the view position would lag a frame
974: // behind the body position when pushed -- "sinking into plats"
975: //
976: for (i=0 ; i<3 ; i++)
977: {
978: current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
979: current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
980: }
981:
982: //
983: // If the end of unit layout is displayed, don't give
984: // the player any normal movement attributes
985: //
986: if (level.intermissiontime)
987: {
988: // FIXME: add view drifting here?
989: current_client->ps.blend[3] = 0;
990: current_client->ps.fov = 90;
991: G_SetStats (ent);
992: return;
993: }
994:
995: AngleVectors (ent->client->v_angle, forward, right, up);
996:
997: // burn from lava, etc
998: P_WorldEffects ();
999:
1000: //
1001: // set model angles from view angles so other things in
1002: // the world can tell which direction you are looking
1003: //
1004: if (ent->client->v_angle[PITCH] > 180)
1005: ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
1006: else
1007: ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
1008: ent->s.angles[YAW] = ent->client->v_angle[YAW];
1009: ent->s.angles[ROLL] = 0;
1010: ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
1011:
1012: //
1013: // calculate speed and cycle to be used for
1014: // all cyclic walking effects
1015: //
1016: xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
1017:
1018: if (xyspeed < 5)
1019: {
1020: bobmove = 0;
1021: current_client->bobtime = 0; // start at beginning of cycle again
1022: }
1023: else if (ent->groundentity)
1024: { // so bobbing only cycles when on ground
1025: if (xyspeed > 210)
1026: bobmove = 0.25;
1027: else if (xyspeed > 100)
1028: bobmove = 0.125;
1029: else
1030: bobmove = 0.0625;
1031: }
1032:
1033: bobtime = (current_client->bobtime += bobmove);
1034:
1035: if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
1036: bobtime *= 4;
1037:
1038: bobcycle = (int)bobtime;
1039: bobfracsin = fabs(sin(bobtime*M_PI));
1040:
1041: // detect hitting the floor
1042: P_FallingDamage (ent);
1043:
1044: // apply all the damage taken this frame
1045: P_DamageFeedback (ent);
1046:
1047: // determine the view offsets
1048: SV_CalcViewOffset (ent);
1049:
1050: // determine the gun offsets
1051: SV_CalcGunOffset (ent);
1052:
1053: // determine the full screen color blend
1054: // must be after viewoffset, so eye contents can be
1055: // accurately determined
1056: // FIXME: with client prediction, the contents
1057: // should be determined by the client
1058: SV_CalcBlend (ent);
1059:
1060: // chase cam stuff
1061: if (ent->client->resp.spectator)
1062: G_SetSpectatorStats(ent);
1063: else
1064: G_SetStats (ent);
1065: G_CheckChaseStats(ent);
1066:
1067: G_SetClientEvent (ent);
1068:
1069: G_SetClientEffects (ent);
1070:
1071: G_SetClientSound (ent);
1072:
1073: G_SetClientFrame (ent);
1074:
1075: VectorCopy (ent->velocity, ent->client->oldvelocity);
1076: VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
1077:
1078: // clear weapon kicks
1079: VectorClear (ent->client->kick_origin);
1080: VectorClear (ent->client->kick_angles);
1081:
1082: // if the scoreboard is up, update it
1083: if (ent->client->showscores && !(level.framenum & 31) )
1084: {
1085: DeathmatchScoreboardMessage (ent, ent->enemy);
1086: gi.unicast (ent, false);
1087: }
1088: }
1089:
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