Beispiel #1
0
/*
==============
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 ) 
{
	if ( G_IsClientSpectating ( ent->client ) ) 
	{
		SpectatorClientEndFrame( ent );
		return;
	}

	clientPersistant_t *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;
	}

	// FIXME: get rid of ent->health...
	ent->client->ps.stats[STAT_HEALTH] = ent->health;	

	G_SetClientSound (ent);

	// set the latest infor
	if (g_smoothClients.integer) 
	{
		BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, true );
	}
	else 
	{
		BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, true );
	}
	
	SendPendingPredictableEvents( &ent->client->ps );

	// set the bit for the reachability area the client is currently in
//	i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
//	ent->client->areabits[i >> 3] |= 1 << (i & 7);
}
Beispiel #2
0
/*
==============
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 );
}
Beispiel #3
0
/*
==============
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) {
	int       msec, oldEventSequence, speed, i, counter, Zaccel;
	pmove_t   pm;
	usercmd_t *ucmd;
	gclient_t *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;
	}

	if (ent->s.eFlags & EF_MOUNTEDTANK) {
		client->pmext.centerangles[YAW]   = ent->tagParent->r.currentAngles[YAW];
		client->pmext.centerangles[PITCH] = ent->tagParent->r.currentAngles[PITCH];
	}

	// mark the time, so the connection sprite can be removed
	ucmd = &ent->client->pers.cmd;

	ent->client->ps.identifyClient = ucmd->identClient;     // NERVE - SMF

	// sanity check the command time to prevent speedup cheating
	if (ucmd->serverTime > level.time + 200) {
		ucmd->serverTime = level.time + 200;
	}
	if (ucmd->serverTime < level.time - 1000) {
		ucmd->serverTime = level.time - 1000;
	}

	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;
	}

	// Nico, pmove_fixed
	if (client->pers.pmoveFixed) {
		ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer - 1) / pmove_msec.integer) * pmove_msec.integer;
	}

	if (client->wantsscore) {
		G_SendScore(ent);
		client->wantsscore = qfalse;
	}

	// check for inactivity timer, but never drop the local client of a non-dedicated server
	// OSP - moved here to allow for spec inactivity checks as well
	if (!ClientInactivityTimer(client)) {
		return;
	}

	if (!(ucmd->flags & 0x01) || ucmd->forwardmove || ucmd->rightmove || ucmd->upmove || ucmd->wbuttons || ucmd->doubleTap) {
		ent->r.svFlags &= ~(SVF_SELF_PORTAL_EXCLUSIVE | SVF_SELF_PORTAL);
	}

	// spectators don't do much
	// DHM - Nerve :: In limbo use SpectatorThink
	// suburb, check for noclip not to override client->ps.speed
	if ((client->sess.sessionTeam == TEAM_SPECTATOR || client->ps.pm_flags & PMF_LIMBO) && !client->noclip) {
		SpectatorThink(ent, ucmd);
		return;
	}

	if (client->ps.eFlags & EF_VIEWING_CAMERA) {
		ucmd->buttons     = 0;
		ucmd->forwardmove = 0;
		ucmd->rightmove   = 0;
		ucmd->upmove      = 0;
		ucmd->wbuttons    = 0;
		ucmd->doubleTap   = 0;

		// freeze player
		client->ps.pm_type = PM_FREEZE;
	} else if (client->noclip) {
		client->ps.pm_type = PM_NOCLIP;
	} else if (client->ps.stats[STAT_HEALTH] <= 0) {
		client->ps.pm_type = PM_DEAD;
	} else {
		client->ps.pm_type = PM_NORMAL;
	}

	client->ps.aiState = AISTATE_COMBAT;
	client->ps.gravity = DEFAULT_GRAVITY;
	client->ps.speed   = DEFAULT_SPEED;

	if (client->speedScale) {                // Goalitem speed scale
		client->ps.speed *= (client->speedScale * 0.01);
	}

	// set up for pmove
	oldEventSequence = client->ps.eventSequence;

	client->currentAimSpreadScale = (float)client->ps.aimSpreadScale / 255.0;

	memset(&pm, 0, sizeof (pm));

	pm.ps        = &client->ps;
	pm.pmext     = &client->pmext;
	pm.character = client->pers.character;
	pm.cmd       = *ucmd;
	pm.oldcmd    = client->pers.oldcmd;
	// MrE: always use capsule for AI and player
	pm.trace = trap_TraceCapsule;

	// Nico, ghost players
	pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
	if (pm.ps->pm_type == PM_DEAD) {
		pm.ps->eFlags |= EF_DEAD;
	} else if (pm.ps->pm_type == PM_SPECTATOR) {
		pm.trace = trap_TraceCapsuleNoEnts;
	}
	// Nico, end of ghost players

	//DHM - Nerve :: We've gone back to using normal bbox traces
	pm.pointcontents = trap_PointContents;
	pm.debugLevel    = g_debugMove.integer;
	pm.noFootsteps   = qfalse;

	// Nico, pmove_fixed
	// pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
	pm.pmove_fixed = client->pers.pmoveFixed;
	pm.pmove_msec  = pmove_msec.integer;

	// suburb, Noclip speed scale
	pm.noclipSpeed = client->pers.noclipSpeed;

	// Nico, game physics
	pm.physics = physics.integer;

	pm.isTimerun        = isTimerun.integer;
	pm.timerunActive    = client->sess.timerunActive;
	pm.timerunStartTime = client->sess.timerunStartTime + 500;

	// Nico, store logins status in pmove
	if (client->sess.logged) {
		pm.isLogged = 1;
	} else {
		pm.isLogged = 0;
	}

	pm.noWeapClips = qfalse;

	VectorCopy(client->ps.origin, client->oldOrigin);

	// NERVE - SMF
	pm.ltChargeTime       = level.lieutenantChargeTime[client->sess.sessionTeam - 1];
	pm.soldierChargeTime  = level.soldierChargeTime[client->sess.sessionTeam - 1];
	pm.engineerChargeTime = level.engineerChargeTime[client->sess.sessionTeam - 1];
	pm.medicChargeTime    = level.medicChargeTime[client->sess.sessionTeam - 1];
	// -NERVE - SMF

	client->pmext.airleft = ent->client->airOutTime - level.time;

	pm.covertopsChargeTime = level.covertopsChargeTime[client->sess.sessionTeam - 1];

	// Gordon: bit hacky, stop the slight lag from client -> server even on locahost, switching back to the weapon you were holding
	//			and then back to what weapon you should have, became VERY noticible for the kar98/carbine + gpg40, esp now i've added the
	//			animation locking
	if (level.time - client->pers.lastSpawnTime < 1000) {
		pm.cmd.weapon = client->ps.weapon;
	}

	Pmove(&pm);

	// Gordon: thx to bani for this
	// ikkyo - fix leaning players bug
	VectorCopy(client->ps.velocity, ent->s.pos.trDelta);
	SnapVector(ent->s.pos.trDelta);
	// end

	// server cursor hints
	if (ent->lastHintCheckTime < level.time) {
		G_CheckForCursorHints(ent);

		ent->lastHintCheckTime = level.time + FRAMETIME;
	}

	// DHM - Nerve :: Set animMovetype to 1 if ducking
	if (ent->client->ps.pm_flags & PMF_DUCKED) {
		ent->s.animMovetype = 1;
	} else {
		ent->s.animMovetype = 0;
	}

	// save results of pmove
	if (ent->client->ps.eventSequence != oldEventSequence) {
		ent->eventTime   = level.time;
		ent->r.eventTime = level.time;
	}

	// Ridah, fixes jittery zombie movement
	if (g_smoothClients.integer) {
		BG_PlayerStateToEntityStateExtraPolate(&ent->client->ps, &ent->s, level.time, qfalse);
	} else {
		BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qfalse);
	}

	if (!(ent->client->ps.eFlags & EF_FIRING)) {
		client->fireHeld = qfalse;      // for grapple
	}

//	// 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);
	if (!ent->client->noclip) {
		G_TouchTriggers(ent);
	}

	// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
	VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);

	// 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;

	//----(SA)	added
	client->oldwbuttons      = client->wbuttons;
	client->wbuttons         = ucmd->wbuttons;
	client->latched_wbuttons = client->wbuttons & ~client->oldwbuttons;

	// suburb, return here for noclippers in spec to avoid following checks
	if (client->sess.sessionTeam == TEAM_SPECTATOR && client->noclip) {
		return;
	}

	// Rafael - Activate
	// Ridah, made it a latched event (occurs on keydown only)
	if (client->latched_buttons & BUTTON_ACTIVATE) {
		Cmd_Activate_f(ent);
	}

	if (g_entities[ent->client->ps.identifyClient].team != ent->team ||
	    !g_entities[ent->client->ps.identifyClient].client) {
		ent->client->ps.identifyClient = -1;
	}

	// check for respawning
	if (client->ps.stats[STAT_HEALTH] <= 0) {
		// Nico, forcing respawn
		limbo(ent);

		return;
	}

	// perform once-a-second actions
	ClientTimerActions(ent, msec);

	// Nico, check ping
	if (client->ps.ping > MAX_PLAYER_PING) {
		if (!client->pers.loadKillNeeded) {
			CP(va("cpm \"%s^w: ^1Too high ping detected, load or kill required.\n\"", GAME_VERSION_COLORED));
			// suburb, prevent trigger bug
			client->pers.loadKillNeeded = qtrue;
		}
	}

	// Nico, pmove_fixed
	if (!client->pers.pmoveFixed) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you can not use pmove_fixed 0.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "pmoveon");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, check rate
	if (client->pers.rate < MIN_PLAYER_RATE_VALUE || client->pers.rate > MAX_PLAYER_RATE_VALUE) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use %d <= rate <= %d.\n\"", GAME_VERSION_COLORED, MIN_PLAYER_RATE_VALUE, MAX_PLAYER_RATE_VALUE));
		trap_SendServerCommand(ent - g_entities, "resetRate");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, check snaps (unsigned int)
	if (client->pers.snaps > MAX_PLAYER_SNAPS_VALUE) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use %d <= snaps <= %d.\n\"", GAME_VERSION_COLORED, MIN_PLAYER_SNAPS_VALUE, MAX_PLAYER_SNAPS_VALUE));
		trap_SendServerCommand(ent - g_entities, "resetSnaps");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, check timenudge
	if (client->pers.clientTimeNudge != FORCED_PLAYER_TIMENUDGE_VALUE) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cl_timenudge %d.\n\"", GAME_VERSION_COLORED, FORCED_PLAYER_TIMENUDGE_VALUE));
		trap_SendServerCommand(ent - g_entities, "resetTimeNudge");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, check maxpackets
	if (client->pers.clientMaxPackets < MIN_PLAYER_MAX_PACKETS_VALUE || client->pers.clientMaxPackets > MAX_PLAYER_MAX_PACKETS_VALUE) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use %d <= cl_maxpackets <= %d.\n\"", GAME_VERSION_COLORED, MIN_PLAYER_MAX_PACKETS_VALUE, MAX_PLAYER_MAX_PACKETS_VALUE));
		trap_SendServerCommand(ent - g_entities, "resetMaxPackets");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, check max FPS
	if (client->pers.maxFPS < MIN_PLAYER_FPS_VALUE || client->pers.maxFPS > MAX_PLAYER_FPS_VALUE) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use %d <= com_maxfps <= %d.\n\"", GAME_VERSION_COLORED, MIN_PLAYER_FPS_VALUE, MAX_PLAYER_FPS_VALUE));
		trap_SendServerCommand(ent - g_entities, "resetMaxFPS");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// suburb, force yawspeed 0
	if (client->pers.yawspeed != 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cl_yawspeed 0.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "resetYawspeed");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// suburb, force pitchspeed 0
	if (client->pers.pitchspeed != 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cl_pitchspeed 0.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "resetPitchspeed");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, force auto demo record in cup mode
	if (g_cupMode.integer != 0 && client->pers.autoDemo == 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cg_autoDemo 1.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "autoDemoOn");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// Nico, force hide me in cup mode
	if (g_cupMode.integer != 0 && client->pers.hideme == 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cg_hideMe 1.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "hideMeOn");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// suburb, force CGaz if disabled on server
	if (g_disableCGaz.integer != 0 && client->pers.cgaz != 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cg_drawCGaz 0.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "CGazOff");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// suburb, force snapping hud if disabled on server or logged in
	if ((g_disableSnappingHUD.integer != 0 || (client->sess.logged && (client->sess.sessionTeam == TEAM_AXIS || client->sess.sessionTeam == TEAM_ALLIES))) && client->pers.snapping != 0) {
		CP(va("cpm \"%s^w: ^1You were removed from teams because you must use cg_drawVelocitySnapping 0.\n\"", GAME_VERSION_COLORED));
		trap_SendServerCommand(ent - g_entities, "SnappingOff");
		SetTeam(ent, "s", -1, -1, qfalse);
	}

	// suburb, prevent pronebug & wallbug
	counter = 0;

	for (i = 0; i < 3; ++i) {
		if (client->pers.oldPosition[i] == (int) pm.ps->origin[i]) {
			counter++;
		}
	}

	Zaccel = (int) pm.ps->velocity[2] - client->pers.oldZvelocity;
	speed  = sqrt(pm.ps->velocity[0] * pm.ps->velocity[0] + pm.ps->velocity[1] * pm.ps->velocity[1]);

	if (client->sess.logged && ((!client->sess.timerunActive && speed > BUGGING_MAX_SPEED && counter == 3) || // prevent accelerating in brushes
	                            (pm.ps->eFlags & EF_PRONE && Zaccel > -6 && Zaccel < 0 && client->ps.groundEntityNum == ENTITYNUM_NONE && !client->pers.isTouchingJumppad))) { // prevent accelerating on steep slopes
		if (!client->pers.buggedLastFrame) { // only do something the second frame not to break jumppads
			client->pers.buggedLastFrame = qtrue;
			return;
		}
		if (!client->pers.loadKillNeeded) {
			CP(va("cpm \"%s^w: ^1Bugging detected, load or kill required.\n\"", GAME_VERSION_COLORED));
			client->pers.loadKillNeeded = qtrue;
		}
	}

	// checking acceleration in brushes every frame would break corner skimming
	if (level.time - client->pers.lastBuggingCheck > BUGGING_CHECK_FREQUENCY) {
		for (i = 0; i < 3; ++i) {
			client->pers.oldPosition[i]   = (int) pm.ps->origin[i];
			client->pers.lastBuggingCheck = level.time;
		}
	}

	client->pers.oldZvelocity    = (int) pm.ps->velocity[2];
	client->pers.buggedLastFrame = qfalse;
}
Beispiel #4
0
/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEndFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame(gentity_t *ent) {
	int i;

	// Nico, flood protection
	if (level.time >= (ent->client->sess.nextReliableTime + 1000) &&
	    ent->client->sess.numReliableCmds) {
		ent->client->sess.numReliableCmds--;

		// Reset the threshold because they were good for a bit
		if (!ent->client->sess.numReliableCmds) {
			ent->client->sess.thresholdTime = 0;
		}
	}

	// Nico, update best speeds
	if (ent->client->sess.timerunActive) {
		float currentSpeed;

		currentSpeed = sqrt(ent->client->ps.velocity[0] * ent->client->ps.velocity[0] + ent->client->ps.velocity[1] * ent->client->ps.velocity[1]);

		// Nico, update overall max speed
		if (currentSpeed > ent->client->sess.overallMaxSpeed) {
			ent->client->sess.overallMaxSpeed = currentSpeed;
		}

		// Nico, update max speed of the current run
		if (currentSpeed > ent->client->sess.maxSpeed) {
			ent->client->sess.maxSpeed = currentSpeed;
		}
	}

	// used for informing of speclocked teams.
	// Zero out here and set only for certain specs
	ent->client->ps.powerups[PW_BLACKOUT] = 0;

	if ((ent->client->sess.sessionTeam == TEAM_SPECTATOR) || (ent->client->ps.pm_flags & PMF_LIMBO)) {       // JPW NERVE
		SpectatorClientEndFrame(ent);
		return;
	}

	// turn off any expired powerups
	// OSP -- range changed for MV
	for (i = 0 ; i < PW_NUM_POWERUPS ; ++i) {

		if (i == PW_FIRE ||                 // these aren't dependant on level.time
		    i == PW_ELECTRIC ||
		    i == PW_BREATHER ||
		    ent->client->ps.powerups[i] == 0            // OSP
		    || i == PW_OPS_CLASS_1
		    || i == PW_OPS_CLASS_2
		    || i == PW_OPS_CLASS_3

		    ) {

			continue;
		}
		// OSP -- If we're paused, update powerup timers accordingly.
		// Make sure we dont let stuff like CTF flags expire.
		if (ent->client->ps.powerups[i] < level.time) {
			ent->client->ps.powerups[i] = 0;
		}
	}

	//
	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	//

	// 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...
	                                                    // Gordon: WHY? other ents use it.

	G_SetClientSound(ent);

	// set the latest infor

	// Ridah, fixes jittery zombie movement
	if (g_smoothClients.integer) {
		BG_PlayerStateToEntityStateExtraPolate(&ent->client->ps, &ent->s, level.time, qfalse);
	} else {
		BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qfalse);
	}

	// DHM - Nerve :: If it's been a couple frames since being revived, and props_frame_state
	//					wasn't reset, go ahead and reset it
	if (ent->props_frame_state >= 0 && ((level.time - ent->s.effect3Time) > 100)) {
		ent->props_frame_state = -1;
	}

	// DHM - Nerve :: Reset 'count2' for flamethrower
	if (!(ent->client->buttons & BUTTON_ATTACK)) {
		ent->count2 = 0;
	}
	// dhm

	// zinx - #280 - run touch functions here too, so movers don't have to wait
	// until the next ClientThink, which will be too late for some map
	// scripts (railgun)
	G_TouchTriggers(ent);

	// run entity scripting
	G_Script_ScriptRun(ent);

	// store the client's current position for antilag traces
	G_StoreClientPosition(ent);
}
Beispiel #5
0
/*
==============
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;
//	vec3_t		oldOrigin;
	int oldEventSequence;
	int msec;
	usercmd_t   *ucmd;
	int monsterslick = 0;
// JPW NERVE
	int i;
	vec3_t muzzlebounce;
	gitem_t *item;
	gentity_t *ent2;
	vec3_t velocity, org, offset;
	vec3_t angles,mins,maxs;
	int weapon;
	trace_t tr;
// jpw

	// Rafael wolfkick
	//int			validkick;
	//static int	wolfkicktimer = 0;

	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;
	}

	if ( client->cameraPortal ) {
		G_SetOrigin( client->cameraPortal, client->ps.origin );
		trap_LinkEntity( client->cameraPortal );
		VectorCopy( client->cameraOrigin, client->cameraPortal->s.origin2 );
	}

	// mark the time, so the connection sprite can be removed
	ucmd = &ent->client->pers.cmd;

	ent->client->ps.identifyClient = ucmd->identClient;     // NERVE - SMF

// JPW NERVE -- update counter for capture & hold display
	if ( g_gametype.integer == GT_WOLF_CPH ) {
		client->ps.stats[STAT_CAPTUREHOLD_RED] = level.capturetimes[TEAM_RED];
		client->ps.stats[STAT_CAPTUREHOLD_BLUE] = level.capturetimes[TEAM_BLUE];
	}
// jpw

	// 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;
		/*
		// Ridah, fixes savegame timing issue
		if (msec < -100) {
			client->ps.commandTime = ucmd->serverTime - 100;
			msec = 100;
		} else {
			return;
		}
		*/
		// done.
	}
	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
	// DHM - Nerve :: In limbo use SpectatorThink
	if ( client->sess.sessionTeam == TEAM_SPECTATOR || client->ps.pm_flags & PMF_LIMBO ) {
		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
			return;
		}
		SpectatorThink( ent, ucmd );
		return;
	}

	// JPW NERVE do some time-based muzzle flip -- this never gets touched in single player (see g_weapon.c)
	// #define RIFLE_SHAKE_TIME 150 // JPW NERVE this one goes with the commented out old damped "realistic" behavior below
	#define RIFLE_SHAKE_TIME 300 // per Id request, longer recoil time
	if ( client->sniperRifleFiredTime ) {
		if ( level.time - client->sniperRifleFiredTime > RIFLE_SHAKE_TIME ) {
			client->sniperRifleFiredTime = 0;
		} else {
			VectorCopy( client->ps.viewangles,muzzlebounce );

			// JPW per Id request, longer recoil time
			muzzlebounce[PITCH] -= 2 * cos( 2.5 * ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
			muzzlebounce[YAW] += 0.5*client->sniperRifleMuzzleYaw*cos( 1.0 - ( level.time - client->sniperRifleFiredTime ) * 3 / RIFLE_SHAKE_TIME );
			muzzlebounce[PITCH] -= 0.25 * random() * ( 1.0f - ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
			muzzlebounce[YAW] += 0.5 * crandom() * ( 1.0f - ( level.time - client->sniperRifleFiredTime ) / RIFLE_SHAKE_TIME );
			SetClientViewAngle( ent,muzzlebounce );
		}
	}
	if ( client->ps.stats[STAT_PLAYER_CLASS] == PC_MEDIC ) {
		if ( level.time > client->ps.powerups[PW_REGEN] + 5000 ) {
			client->ps.powerups[PW_REGEN] = level.time;
		}
	}
	// also update weapon recharge time

	// JPW drop button drops secondary weapon so new one can be picked up
	// TTimo explicit braces to avoid ambiguous 'else'
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( ucmd->wbuttons & WBUTTON_DROP ) {
			if ( !client->dropWeaponTime ) {
				client->dropWeaponTime = 1; // just latch it for now
				if ( ( client->ps.stats[STAT_PLAYER_CLASS] == PC_SOLDIER ) || ( client->ps.stats[STAT_PLAYER_CLASS] == PC_LT ) ) {
					for ( i = 0; i < MAX_WEAPS_IN_BANK_MP; i++ ) {
						weapon = weapBanksMultiPlayer[3][i];
						if ( COM_BitCheck( client->ps.weapons,weapon ) ) {

							item = BG_FindItemForWeapon( weapon );
							VectorCopy( client->ps.viewangles, angles );

							// clamp pitch
							if ( angles[PITCH] < -30 ) {
								angles[PITCH] = -30;
							} else if ( angles[PITCH] > 30 ) {
								angles[PITCH] = 30;
							}

							AngleVectors( angles, velocity, NULL, NULL );
							VectorScale( velocity, 64, offset );
							offset[2] += client->ps.viewheight / 2;
							VectorScale( velocity, 75, velocity );
							velocity[2] += 50 + random() * 35;

							VectorAdd( client->ps.origin,offset,org );

							VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
							VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS );

							trap_Trace( &tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID );
							VectorCopy( tr.endpos, org );

							ent2 = LaunchItem( item, org, velocity, client->ps.clientNum );
							COM_BitClear( client->ps.weapons,weapon );

							if ( weapon == WP_MAUSER ) {
								COM_BitClear( client->ps.weapons,WP_SNIPERRIFLE );
							}

							// Clear out empty weapon, change to next best weapon
							G_AddEvent( ent, EV_NOAMMO, 0 );

							i = MAX_WEAPS_IN_BANK_MP;
							// show_bug.cgi?id=568
							if ( client->ps.weapon == weapon ) {
								client->ps.weapon = 0;
							}
							ent2->count = client->ps.ammoclip[BG_FindClipForWeapon( weapon )];
							ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon( weapon )];
							client->ps.ammoclip[BG_FindClipForWeapon( weapon )] = 0;
						}
					}
				}
			}
		} else {
			client->dropWeaponTime = 0;
		}
	}
// jpw

	// check for inactivity timer, but never drop the local client of a non-dedicated server
	if ( !ClientInactivityTimer( client ) ) {
		return;
	}

	if ( reloading || client->cameraPortal ) {
		ucmd->buttons = 0;
		ucmd->forwardmove = 0;
		ucmd->rightmove = 0;
		ucmd->upmove = 0;
		ucmd->wbuttons = 0;
		ucmd->wolfkick = 0;
		if ( client->cameraPortal ) {
			client->ps.pm_type = PM_FREEZE;
		}
	} else if ( client->noclip ) {
		client->ps.pm_type = PM_NOCLIP;
	} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
		client->ps.pm_type = PM_DEAD;
	} else {
		client->ps.pm_type = PM_NORMAL;
	}

	// set parachute anim condition flag
	BG_UpdateConditionValue( ent->s.number, ANIM_COND_PARACHUTE, ( ent->flags & FL_PARACHUTE ) != 0, qfalse );

	// all playing clients are assumed to be in combat mode
	if ( !client->ps.aiChar ) {
		client->ps.aiState = AISTATE_COMBAT;
	}

	client->ps.gravity = g_gravity.value;

	// set speed
	client->ps.speed = g_speed.value;

	if ( client->ps.powerups[PW_HASTE] ) {
		client->ps.speed *= 1.3;
	}

	// set up for pmove
	oldEventSequence = client->ps.eventSequence;

	client->currentAimSpreadScale = (float)client->ps.aimSpreadScale / 255.0;

	memset( &pm, 0, sizeof( pm ) );

	pm.ps = &client->ps;
	pm.pmext = &client->pmext;
	pm.cmd = *ucmd;
	pm.oldcmd = client->pers.oldcmd;
	if ( pm.ps->pm_type == PM_DEAD ) {
		pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
		// DHM-Nerve added:: EF_DEAD is checked for in Pmove functions, but wasn't being set
		//              until after Pmove
		pm.ps->eFlags |= EF_DEAD;
		// dhm-Nerve end
	} else {
		pm.tracemask = MASK_PLAYERSOLID;
	}
	// MrE: always use capsule for AI and player
	//pm.trace = trap_TraceCapsule;//trap_Trace;
	//DHM - Nerve :: We've gone back to using normal bbox traces
	pm.trace = trap_Trace;
	pm.pointcontents = trap_PointContents;
	pm.debugLevel = g_debugMove.integer;
	pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;

	pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
	pm.pmove_msec = pmove_msec.integer;

	pm.noWeapClips = ( g_dmflags.integer & DF_NO_WEAPRELOAD ) > 0;
	if ( ent->aiCharacter && AICast_NoReload( ent->s.number ) ) {
		pm.noWeapClips = qtrue; // ensure AI characters don't use clips if they're not supposed to.

	}
	// Ridah
//	if (ent->r.svFlags & SVF_NOFOOTSTEPS)
//		pm.noFootsteps = qtrue;

	VectorCopy( client->ps.origin, client->oldOrigin );

	// NERVE - SMF
	pm.gametype = g_gametype.integer;
	pm.ltChargeTime = g_LTChargeTime.integer;
	pm.soldierChargeTime = g_soldierChargeTime.integer;
	pm.engineerChargeTime = g_engineerChargeTime.integer;
	pm.medicChargeTime = g_medicChargeTime.integer;
	// -NERVE - SMF

	monsterslick = Pmove( &pm );

	if ( monsterslick && !( ent->flags & FL_NO_MONSTERSLICK ) ) {
		//vec3_t	dir;
		//vec3_t	kvel;
		//vec3_t	forward;
		// TTimo gcc: might be used unitialized in this function
		float angle = 0.0f;
		qboolean bogus = qfalse;

		// NE
		if ( ( monsterslick & SURF_MONSLICK_N ) && ( monsterslick & SURF_MONSLICK_E ) ) {
			angle = 45;
		}
		// NW
		else if ( ( monsterslick & SURF_MONSLICK_N ) && ( monsterslick & SURF_MONSLICK_W ) ) {
			angle = 135;
		}
		// N
		else if ( monsterslick & SURF_MONSLICK_N ) {
			angle = 90;
		}
		// SE
		else if ( ( monsterslick & SURF_MONSLICK_S ) && ( monsterslick & SURF_MONSLICK_E ) ) {
			angle = 315;
		}
		// SW
		else if ( ( monsterslick & SURF_MONSLICK_S ) && ( monsterslick & SURF_MONSLICK_W ) ) {
			angle = 225;
		}
		// S
		else if ( monsterslick & SURF_MONSLICK_S ) {
			angle = 270;
		}
		// E
		else if ( monsterslick & SURF_MONSLICK_E ) {
			angle = 0;
		}
		// W
		else if ( monsterslick & SURF_MONSLICK_W ) {
			angle = 180;
		} else
		{
			bogus = qtrue;
		}
	}

	// server cursor hints
	if ( ent->lastHintCheckTime < level.time ) {
		G_CheckForCursorHints( ent );

		ent->lastHintCheckTime = level.time + FRAMETIME;
	}

	// DHM - Nerve :: Set animMovetype to 1 if ducking
	if ( ent->client->ps.pm_flags & PMF_DUCKED ) {
		ent->s.animMovetype = 1;
	} else {
		ent->s.animMovetype = 0;
	}

	// save results of pmove
	if ( ent->client->ps.eventSequence != oldEventSequence ) {
		ent->eventTime = level.time;
		ent->r.eventTime = level.time;
	}

	// Ridah, fixes jittery zombie movement
	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 );
	}

	if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
		client->fireHeld = qfalse;      // for grapple
	}

//
//	// use the precise origin for linking
//	VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
//
//	// 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 );
	if ( !ent->client->noclip ) {
		G_TouchTriggers( ent );
	}

	// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
	VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );

	// store the client's current position for antilag traces
	G_StoreClientPosition( ent );

	// 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;
//	client->latched_buttons |= client->buttons & ~client->oldbuttons;	// FIXME:? (SA) MP method (causes problems for us.  activate 'sticks')

	//----(SA)	added
	client->oldwbuttons = client->wbuttons;
	client->wbuttons = ucmd->wbuttons;
	client->latched_wbuttons = client->wbuttons & ~client->oldwbuttons;
//	client->latched_wbuttons |= client->wbuttons & ~client->oldwbuttons;	// FIXME:? (SA) MP method

	// Rafael - Activate
	// Ridah, made it a latched event (occurs on keydown only)
	if ( client->latched_buttons & BUTTON_ACTIVATE ) {
		Cmd_Activate_f( ent );
	}

	if ( ent->flags & FL_NOFATIGUE ) {
		ent->client->ps.sprintTime = 20000;
	}


	// check for respawning
	if ( client->ps.stats[STAT_HEALTH] <= 0 ) {

		// DHM - Nerve
		if ( g_gametype.integer >= GT_WOLF ) {
			WolfFindMedic( ent );
		}
		// dhm - end

		// wait for the attack button to be pressed
		if ( level.time > client->respawnTime ) {
			// forcerespawn is to prevent users from waiting out powerups
			if ( ( g_gametype.integer != GT_SINGLE_PLAYER ) &&
				 ( g_forcerespawn.integer > 0 ) &&
				 ( ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 )  &&
				 ( !( ent->client->ps.pm_flags & PMF_LIMBO ) ) ) { // JPW NERVE
				// JPW NERVE
				if ( g_gametype.integer >= GT_WOLF ) {
					limbo( ent, qtrue );
				} else {
					respawn( ent );
				}
				// jpw
				return;
			}

			// DHM - Nerve :: Single player game respawns immediately as before,
			//				  but in multiplayer, require button press before respawn
			if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
				respawn( ent );
			}
			// NERVE - SMF - we want to only respawn on jump button now
			else if ( ( ucmd->upmove > 0 ) &&
					  ( !( ent->client->ps.pm_flags & PMF_LIMBO ) ) ) { // JPW NERVE
				// JPW NERVE
				if ( g_gametype.integer >= GT_WOLF ) {
					limbo( ent, qtrue );
				} else {
					respawn( ent );
				}
				// jpw
			}
			// dhm - Nerve :: end
			// NERVE - SMF - we want to immediately go to limbo mode if gibbed
			else if ( client->ps.stats[STAT_HEALTH] <= GIB_HEALTH && !( ent->client->ps.pm_flags & PMF_LIMBO ) ) {
				if ( g_gametype.integer >= GT_WOLF ) {
					limbo( ent, qfalse );
				} else {
					respawn( ent );
				}
			}
			// -NERVE - SMF
		}
		return;
	}

	// perform once-a-second actions
	ClientTimerActions( ent, msec );
}
Beispiel #6
0
/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEndFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
	int i;

	if ( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) || ( ent->client->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE
		SpectatorClientEndFrame( ent );
		return;
	}

	if ( !ent->aiCharacter ) {
		// turn off any expired powerups
		for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {

			if ( i == PW_FIRE ||             // these aren't dependant on level.time
				 i == PW_ELECTRIC ||
				 i == PW_BREATHER ||
				 i == PW_NOFATIGUE ) {

				continue;
			}

			if ( ent->client->ps.powerups[ i ] < level.time ) {
				ent->client->ps.powerups[ i ] = 0;
			}
		}
	}

	// save network bandwidth
#if 0
	if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
		// FIXME: this must change eventually for non-sync demo recording
		VectorClear( ent->client->ps.viewangles );
	}
#endif

	//
	// 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

	// Ridah, fixes jittery zombie movement
	if ( g_smoothClients.integer ) {
		BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, ( ( ent->r.svFlags & SVF_CASTAI ) == 0 ) );
	} else {
		BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, ( ( ent->r.svFlags & SVF_CASTAI ) == 0 ) );
	}

	//SendPendingPredictableEvents( &ent->client->ps );

	// DHM - Nerve :: If it's been a couple frames since being revived, and props_frame_state
	//					wasn't reset, go ahead and reset it
	if ( ent->props_frame_state >= 0 && ( ( level.time - ent->s.effect3Time ) > 100 ) ) {
		ent->props_frame_state = -1;
	}

	if ( ent->health > 0 && StuckInClient( ent ) ) {
		G_DPrintf( "%s is stuck in a client.\n", ent->client->pers.netname );
		ent->r.contents = CONTENTS_CORPSE;
	}

	if ( g_gametype.integer >= GT_WOLF && ent->health > 0 && ent->r.contents == CONTENTS_CORPSE ) {
		WolfReviveBbox( ent );
	}

	// DHM - Nerve :: Reset 'count2' for flamethrower
	if ( !( ent->client->buttons & BUTTON_ATTACK ) ) {
		ent->count2 = 0;
	}
	// dhm
}
Beispiel #7
0
/*
==============
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;
	}
	
	if ( ucmd->serverTime < level.time - 1000 ) 
	{
		ucmd->serverTime = level.time - 1000;
	} 
	
	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;
	}

	//
	// check for exiting intermission
	//
	if ( level.intermissiontime ) 
	{
		ClientIntermissionThink( client );
		return;
	}

	// spectators don't do much
	if ( G_IsClientSpectating ( client ) ) 
	{
		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) 
		{
			return;
		}
		SpectatorThink( ent, ucmd );
		return;
	}

	// 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 
	{
		client->ps.pm_type = PM_NORMAL;
	}

	client->ps.gravity = g_gravity.value;

	// set speed
	client->ps.speed = g_speed.value;

	// set up for pmove
	oldEventSequence = client->ps.eventSequence;

	memset (&pm, 0, sizeof(pm));

	pm.ps = &client->ps;
	pm.cmd = *ucmd;
	if ( pm.ps->pm_type == PM_DEAD ) 
	{
		pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
	}
	else if ( client->siameseTwin ) 
	{
		// Make sure we are still stuck, if so, clip through players.
		if ( G_IsClientSiameseTwin ( ent, client->siameseTwin ) )
		{
			pm.tracemask = MASK_PLAYERSOLID & ~(CONTENTS_BODY);
		}
		else
		{
			// Ok, we arent stuck anymore so we can clear the stuck flag.
			client->siameseTwin->client->siameseTwin = NULL;
			client->siameseTwin = NULL;

			pm.tracemask = MASK_PLAYERSOLID;
		}
	}
	else if ( ent->r.svFlags & SVF_BOT ) 
	{
		pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
	}
	else 
	{
		pm.tracemask = MASK_PLAYERSOLID;
	}
	pm.trace = trap_Trace;
	pm.pointcontents = trap_PointContents;
	pm.debugLevel = g_debugMove.integer;
	pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;

	pm.pmove_fixed = (bool)pmove_fixed.integer | client->pers.pmoveFixed;
	pm.pmove_msec = pmove_msec.integer;

	pm.animations = NULL;

	VectorCopy( client->ps.origin, client->oldOrigin );

	Pmove (&pm);

	G_UpdatePlayerStateScores ( ent );

	// save results of pmove
	if ( ent->client->ps.eventSequence != oldEventSequence ) 
	{
		ent->eventTime = level.time;
	}
	
	// See if the invulnerable flag should be removed for this client
	if ( ent->client->ps.eFlags & EF_INVULNERABLE )
	{
		if ( level.time - ent->client->invulnerableTime >= g_respawnInvulnerability.integer * 1000 )
		{
			ent->client->ps.eFlags &= ~EF_INVULNERABLE;
		}
	}

	if (g_smoothClients.integer)
	{
		BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, true );
	}
	else 
	{
		BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, true );
	}

	SendPendingPredictableEvents( &ent->client->ps );

	if ( !( ent->client->ps.eFlags & EF_FIRING ) ) 
	{
		client->fireHeld = false;		// for grapple
	}

	// 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;

	// Need to cache off the firemodes to the persitant data segment so they
	// are maintained across spectating and respawning
	memcpy ( ent->client->pers.firemode, ent->client->ps.firemode, sizeof(ent->client->ps.firemode ) );

	// execute client events
	ClientEvents( ent, oldEventSequence );

	// Update the client animation info
	G_UpdateClientAnimations ( ent );

	// link entity now, after any personal teleporters have been used
	trap_LinkEntity (ent);
	if ( !ent->client->noclip ) 
	{
		G_TouchTriggers( ent );
	}

	// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
	VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );

	// Update the clients anti-lag history
	G_UpdateClientAntiLag ( ent );

	// 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;

	// check for respawning
	if ( client->ps.stats[STAT_HEALTH] <= 0 ) 
	{			
		// wait for the attack button to be pressed
		if ( level.time > client->respawnTime ) 
		{
			if ( g_forcerespawn.integer > 0 && 
				( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) 
			{
				respawn( ent );
				return;
			}

			// pressing attack or use is the normal respawn method
			if ( ucmd->buttons & BUTTON_ATTACK ) 
			{
				respawn( ent );
			}
		}

		return;
	}

	// perform once-a-second actions
	ClientTimerActions( ent, msec );
}
Beispiel #8
0
/*
==============
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;
	int			i;
	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;
	}

	if (ent && ent->client && (ent->client->ps.eFlags & EF_INVULNERABLE))
	{
		if (ent->client->invulnerableTimer <= level.time)
		{
			ent->client->ps.eFlags &= ~EF_INVULNERABLE;
		}
	}

	// check for inactivity timer, but never drop the local client of a non-dedicated server
	if ( !ClientInactivityTimer( client ) ) {
		return;
	}

	// clear the rewards if time
	if ( level.time > client->rewardTime ) {
		client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
	}

	if ( client->noclip ) {
		client->ps.pm_type = PM_NOCLIP;
	} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
		client->ps.pm_type = PM_NOCLIP;
	} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
		client->ps.pm_type = PM_DEAD;
	} else {
		if (client->ps.forceGripChangeMovetype)
		{
			client->ps.pm_type = client->ps.forceGripChangeMovetype;
		}
		else
		{
			client->ps.pm_type = PM_NORMAL;
		}
	}

	client->ps.gravity = g_gravity.value;

	// set speed
	client->ps.speed = g_speed.value;
	client->ps.basespeed = g_speed.value;

	if (ent->client->ps.duelInProgress)
	{
		gentity_t *duelAgainst = &g_entities[ent->client->ps.duelIndex];

		//Keep the time updated, so once this duel ends this player can't engage in a duel for another
		//10 seconds. This will give other people a chance to engage in duels in case this player wants
		//to engage again right after he's done fighting and someone else is waiting.
		ent->client->ps.fd.privateDuelTime = level.time + 10000;

		if (ent->client->ps.duelTime < level.time)
		{
			//Bring out the sabers
			if (ent->client->ps.weapon == WP_SABER && ent->client->ps.saberHolstered &&
				ent->client->ps.duelTime)
			{
				if (!saberOffSound || !saberOnSound)
				{
					saberOffSound = G_SoundIndex("sound/weapons/saber/saberoffquick.wav");
					saberOnSound = G_SoundIndex("sound/weapons/saber/saberon.wav");
				}

				ent->client->ps.saberHolstered = qfalse;
				G_Sound(ent, CHAN_AUTO, saberOnSound);

				G_AddEvent(ent, EV_PRIVATE_DUEL, 2);

				ent->client->ps.duelTime = 0;
			}

			if (duelAgainst && duelAgainst->client && duelAgainst->inuse &&
				duelAgainst->client->ps.weapon == WP_SABER && duelAgainst->client->ps.saberHolstered &&
				duelAgainst->client->ps.duelTime)
			{
				if (!saberOffSound || !saberOnSound)
				{
					saberOffSound = G_SoundIndex("sound/weapons/saber/saberoffquick.wav");
					saberOnSound = G_SoundIndex("sound/weapons/saber/saberon.wav");
				}

				duelAgainst->client->ps.saberHolstered = qfalse;
				G_Sound(duelAgainst, CHAN_AUTO, saberOnSound);

				G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 2);

				duelAgainst->client->ps.duelTime = 0;
			}
		}
		else
		{
			client->ps.speed = 0;
			client->ps.basespeed = 0;
			ucmd->forwardmove = 0;
			ucmd->rightmove = 0;
			ucmd->upmove = 0;
		}

		if (!duelAgainst || !duelAgainst->client || !duelAgainst->inuse ||
			duelAgainst->client->ps.duelIndex != ent->s.number)
		{
			ent->client->ps.duelInProgress = 0;
			G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
		}
		else if (duelAgainst->health < 1 || duelAgainst->client->ps.stats[STAT_HEALTH] < 1)
		{
			ent->client->ps.duelInProgress = 0;
			duelAgainst->client->ps.duelInProgress = 0;

			G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
			G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0);

			//Winner gets full health.. providing he's still alive
			if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0)
			{
				if (ent->health < ent->client->ps.stats[STAT_MAX_HEALTH])
				{
					ent->client->ps.stats[STAT_HEALTH] = ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
				}

				if (g_spawnInvulnerability.integer)
				{
					ent->client->ps.eFlags |= EF_INVULNERABLE;
					ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
				}
			}

			/*
			trap_SendServerCommand( ent-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER")) );
			trap_SendServerCommand( duelAgainst-g_entities, va("print \"%s %s\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER")) );
			*/
			//Private duel announcements are now made globally because we only want one duel at a time.
			if (ent->health > 0 && ent->client->ps.stats[STAT_HEALTH] > 0)
			{
				trap_SendServerCommand( -1, va("cp \"%s %s %s!\n\"", ent->client->pers.netname, G_GetStripEdString("SVINGAME", "PLDUELWINNER"), duelAgainst->client->pers.netname) );
			}
			else
			{ //it was a draw, because we both managed to die in the same frame
				trap_SendServerCommand( -1, va("cp \"%s\n\"", G_GetStripEdString("SVINGAME", "PLDUELTIE")) );
			}
		}
		else
		{
			vec3_t vSub;
			float subLen = 0;

			VectorSubtract(ent->client->ps.origin, duelAgainst->client->ps.origin, vSub);
			subLen = VectorLength(vSub);

			if (subLen >= 1024)
			{
				ent->client->ps.duelInProgress = 0;
				duelAgainst->client->ps.duelInProgress = 0;

				G_AddEvent(ent, EV_PRIVATE_DUEL, 0);
				G_AddEvent(duelAgainst, EV_PRIVATE_DUEL, 0);

				trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStripEdString("SVINGAME", "PLDUELSTOP")) );
			}
		}
	}

	/*
	if ( client->ps.powerups[PW_HASTE] ) {
		client->ps.speed *= 1.3;
	}
	*/

	if (client->ps.usingATST && ent->health > 0)
	{ //we have special shot clip boxes as an ATST
		ent->r.contents |= CONTENTS_NOSHOT;
		ATST_ManageDamageBoxes(ent);
	}
	else
	{
		ent->r.contents &= ~CONTENTS_NOSHOT;
		client->damageBoxHandle_Head = 0;
		client->damageBoxHandle_RLeg = 0;
		client->damageBoxHandle_LLeg = 0;
	}

	//rww - moved this stuff into the pmove code so that it's predicted properly
	//BG_AdjustClientSpeed(&client->ps, &client->pers.cmd, level.time);

	// set up for pmove
	oldEventSequence = client->ps.eventSequence;

	memset (&pm, 0, sizeof(pm));

	if ( ent->flags & FL_FORCE_GESTURE ) {
		ent->flags &= ~FL_FORCE_GESTURE;
		ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
	}

	if (ent->client && ent->client->ps.fallingToDeath &&
		(level.time - FALL_FADE_TIME) > ent->client->ps.fallingToDeath)
	{ //die!
		player_die(ent, ent, ent, 100000, MOD_FALLING);
		respawn(ent);
		ent->client->ps.fallingToDeath = 0;

		G_MuteSound(ent->s.number, CHAN_VOICE); //stop screaming, because you are dead!
	}

	if (ent->client->ps.otherKillerTime > level.time &&
		ent->client->ps.groundEntityNum != ENTITYNUM_NONE &&
		ent->client->ps.otherKillerDebounceTime < level.time)
	{
		ent->client->ps.otherKillerTime = 0;
		ent->client->ps.otherKiller = ENTITYNUM_NONE;
	}
	else if (ent->client->ps.otherKillerTime > level.time &&
		ent->client->ps.groundEntityNum == ENTITYNUM_NONE)
	{
		if (ent->client->ps.otherKillerDebounceTime < (level.time + 100))
		{
			ent->client->ps.otherKillerDebounceTime = level.time + 100;
		}
	}

//	WP_ForcePowersUpdate( ent, msec, ucmd); //update any active force powers
//	WP_SaberPositionUpdate(ent, ucmd); //check the server-side saber point, do apprioriate server-side actions (effects are cs-only)

	if ((ent->client->pers.cmd.buttons & BUTTON_USE) && ent->client->ps.useDelay < level.time)
	{
		TryUse(ent);
		ent->client->ps.useDelay = level.time + 100;
	}

	pm.ps = &client->ps;
	pm.cmd = *ucmd;
	if ( pm.ps->pm_type == PM_DEAD ) {
		pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
	}
	else if ( ent->r.svFlags & SVF_BOT ) {
		pm.tracemask = MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP;
	}
	else {
		pm.tracemask = MASK_PLAYERSOLID;
	}
	pm.trace = trap_Trace;
	pm.pointcontents = trap_PointContents;
	pm.debugLevel = g_debugMove.integer;
	pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;

	pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
	pm.pmove_msec = pmove_msec.integer;

	pm.animations = bgGlobalAnimations;//NULL;

	pm.gametype = g_gametype.integer;

	VectorCopy( client->ps.origin, client->oldOrigin );

	if (level.intermissionQueued != 0 && g_singlePlayer.integer) {
		if ( level.time - level.intermissionQueued >= 1000  ) {
			pm.cmd.buttons = 0;
			pm.cmd.forwardmove = 0;
			pm.cmd.rightmove = 0;
			pm.cmd.upmove = 0;
			if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) {
				trap_SendConsoleCommand( EXEC_APPEND, "centerview\n");
			}
			ent->client->ps.pm_type = PM_SPINTERMISSION;
		}
	}

	for ( i = 0 ; i < MAX_CLIENTS ; i++ )
	{
		if (g_entities[i].inuse && g_entities[i].client)
		{
			pm.bgClients[i] = &g_entities[i].client->ps;
		}
	}

	if (ent->client->ps.saberLockTime > level.time)
	{
		gentity_t *blockOpp = &g_entities[ent->client->ps.saberLockEnemy];

		if (blockOpp && blockOpp->inuse && blockOpp->client)
		{
			vec3_t lockDir, lockAng;

			//VectorClear( ent->client->ps.velocity );
			VectorSubtract( blockOpp->r.currentOrigin, ent->r.currentOrigin, lockDir );
			//lockAng[YAW] = vectoyaw( defDir );
			vectoangles(lockDir, lockAng);
			SetClientViewAngle( ent, lockAng );
		}

		if ( ( ent->client->buttons & BUTTON_ATTACK ) && ! ( ent->client->oldbuttons & BUTTON_ATTACK ) )
		{
			ent->client->ps.saberLockHits++;
		}
		if (ent->client->ps.saberLockHits > 2)
		{
			if (!ent->client->ps.saberLockAdvance)
			{
				ent->client->ps.saberLockHits -= 3;
			}
			ent->client->ps.saberLockAdvance = qtrue;
		}
	}
	else
	{
		ent->client->ps.saberLockFrame = 0;
		//check for taunt
		if ( (pm.cmd.generic_cmd == GENCMD_ENGAGE_DUEL) && (g_gametype.integer == GT_TOURNAMENT) )
		{//already in a duel, make it a taunt command
			pm.cmd.buttons |= BUTTON_GESTURE;
		}
	}

	Pmove (&pm);

	if (pm.checkDuelLoss)
	{
		if (pm.checkDuelLoss > 0 && pm.checkDuelLoss <= MAX_CLIENTS)
		{
			gentity_t *clientLost = &g_entities[pm.checkDuelLoss-1];

			if (clientLost && clientLost->inuse && clientLost->client && Q_irand(0, 40) > clientLost->health)
			{
				vec3_t attDir;
				VectorSubtract(ent->client->ps.origin, clientLost->client->ps.origin, attDir);
				VectorNormalize(attDir);

				VectorClear(clientLost->client->ps.velocity);
				clientLost->client->ps.forceHandExtend = HANDEXTEND_NONE;
				clientLost->client->ps.forceHandExtendTime = 0;

				gGAvoidDismember = 1;
				G_Damage(clientLost, ent, ent, attDir, clientLost->client->ps.origin, 9999, DAMAGE_NO_PROTECTION, MOD_SABER);

				if (clientLost->health < 1)
				{
					gGAvoidDismember = 2;
					G_CheckForDismemberment(clientLost, clientLost->client->ps.origin, 999, (clientLost->client->ps.legsAnim&~ANIM_TOGGLEBIT));
				}

				gGAvoidDismember = 0;
			}
		}

		pm.checkDuelLoss = 0;
	}

	switch(pm.cmd.generic_cmd)
	{
	case 0:
		break;
	case GENCMD_SABERSWITCH:
		Cmd_ToggleSaber_f(ent);
		break;
	case GENCMD_ENGAGE_DUEL:
		if ( g_gametype.integer == GT_TOURNAMENT )
		{//already in a duel, made it a taunt command
		}
		else
		{
			Cmd_EngageDuel_f(ent);
		}
		break;
	case GENCMD_FORCE_HEAL:
		ForceHeal(ent);
		break;
	case GENCMD_FORCE_SPEED:
		ForceSpeed(ent, 0);
		break;
	case GENCMD_FORCE_THROW:
		ForceThrow(ent, qfalse);
		break;
	case GENCMD_FORCE_PULL:
		ForceThrow(ent, qtrue);
		break;
	case GENCMD_FORCE_DISTRACT:
		ForceTelepathy(ent);
		break;
	case GENCMD_FORCE_RAGE:
		ForceRage(ent);
		break;
	case GENCMD_FORCE_PROTECT:
		ForceProtect(ent);
		break;
	case GENCMD_FORCE_ABSORB:
		ForceAbsorb(ent);
		break;
	case GENCMD_FORCE_HEALOTHER:
		ForceTeamHeal(ent);
		break;
	case GENCMD_FORCE_FORCEPOWEROTHER:
		ForceTeamForceReplenish(ent);
		break;
	case GENCMD_FORCE_SEEING:
		ForceSeeing(ent);
		break;
	case GENCMD_USE_SEEKER:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SEEKER)) &&
			G_ItemUsable(&ent->client->ps, HI_SEEKER) )
		{
			ItemUse_Seeker(ent);
			G_AddEvent(ent, EV_USE_ITEM0+HI_SEEKER, 0);
			ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SEEKER);
		}
		break;
	case GENCMD_USE_FIELD:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SHIELD)) &&
			G_ItemUsable(&ent->client->ps, HI_SHIELD) )
		{
			ItemUse_Shield(ent);
			G_AddEvent(ent, EV_USE_ITEM0+HI_SHIELD, 0);
			ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SHIELD);
		}
		break;
	case GENCMD_USE_BACTA:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_MEDPAC)) &&
			G_ItemUsable(&ent->client->ps, HI_MEDPAC) )
		{
			ItemUse_MedPack(ent);
			G_AddEvent(ent, EV_USE_ITEM0+HI_MEDPAC, 0);
			ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_MEDPAC);
		}
		break;
	case GENCMD_USE_ELECTROBINOCULARS:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) &&
			G_ItemUsable(&ent->client->ps, HI_BINOCULARS) )
		{
			ItemUse_Binoculars(ent);
			if (ent->client->ps.zoomMode == 0)
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1);
			}
			else
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2);
			}
		}
		break;
	case GENCMD_ZOOM:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_BINOCULARS)) &&
			G_ItemUsable(&ent->client->ps, HI_BINOCULARS) )
		{
			ItemUse_Binoculars(ent);
			if (ent->client->ps.zoomMode == 0)
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1);
			}
			else
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2);
			}
		}
		break;
	case GENCMD_USE_SENTRY:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN)) &&
			G_ItemUsable(&ent->client->ps, HI_SENTRY_GUN) )
		{
			ItemUse_Sentry(ent);
			G_AddEvent(ent, EV_USE_ITEM0+HI_SENTRY_GUN, 0);
			ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SENTRY_GUN);
		}
		break;
	case GENCMD_SABERATTACKCYCLE:
		Cmd_SaberAttackCycle_f(ent);
		break;
	default:
		break;
	}

	// 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
	}

	// 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 );

	if ( pm.useEvent )
	{
		//TODO: Use
//		TryUse( ent );
	}

	// link entity now, after any personal teleporters have been used
	trap_LinkEntity (ent);
	if ( !ent->client->noclip ) {
		G_TouchTriggers( ent );
	}

	// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
	VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );

	//test for solid areas in the AAS file
//	BotTestAAS(ent->r.currentOrigin);

	// 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;

	// Did we kick someone in our pmove sequence?
	if (client->ps.forceKickFlip)
	{
		gentity_t *faceKicked = &g_entities[client->ps.forceKickFlip-1];

		if (faceKicked && faceKicked->client && (!OnSameTeam(ent, faceKicked) || g_friendlyFire.integer) &&
			(!faceKicked->client->ps.duelInProgress || faceKicked->client->ps.duelIndex == ent->s.number) &&
			(!ent->client->ps.duelInProgress || ent->client->ps.duelIndex == faceKicked->s.number))
		{
			if ( faceKicked && faceKicked->client && faceKicked->health && faceKicked->takedamage )
			{//push them away and do pain
				vec3_t oppDir;
				int strength = (int)VectorNormalize2( client->ps.velocity, oppDir );

				strength *= 0.05;

				VectorScale( oppDir, -1, oppDir );

				G_Damage( faceKicked, ent, ent, oppDir, client->ps.origin, strength, DAMAGE_NO_ARMOR, MOD_MELEE );

				if ( faceKicked->client->ps.weapon != WP_SABER ||
					 faceKicked->client->ps.fd.saberAnimLevel < FORCE_LEVEL_3 ||
					 (!BG_SaberInAttack(faceKicked->client->ps.saberMove) && !PM_SaberInStart(faceKicked->client->ps.saberMove) && !PM_SaberInReturn(faceKicked->client->ps.saberMove) && !PM_SaberInTransition(faceKicked->client->ps.saberMove)) )
				{
					if (faceKicked->health > 0 &&
						faceKicked->client->ps.stats[STAT_HEALTH] > 0 &&
						faceKicked->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN)
					{
						if (Q_irand(1, 10) <= 3)
						{ //only actually knock over sometimes, but always do velocity hit
							faceKicked->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
							faceKicked->client->ps.forceHandExtendTime = level.time + 1100;
							faceKicked->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
						}

						faceKicked->client->ps.otherKiller = ent->s.number;
						faceKicked->client->ps.otherKillerTime = level.time + 5000;
						faceKicked->client->ps.otherKillerDebounceTime = level.time + 100;

						faceKicked->client->ps.velocity[0] = oppDir[0]*(strength*40);
						faceKicked->client->ps.velocity[1] = oppDir[1]*(strength*40);
						faceKicked->client->ps.velocity[2] = 200;
					}
				}

				G_Sound( faceKicked, CHAN_AUTO, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
			}
		}

		client->ps.forceKickFlip = 0;
	}

	// check for respawning
	if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
		// wait for the attack button to be pressed
		if ( level.time > client->respawnTime && !gDoSlowMoDuel ) {
			// forcerespawn is to prevent users from waiting out powerups
			if ( g_forcerespawn.integer > 0 && 
				( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
				respawn( ent );
				return;
			}
		
			// pressing attack or use is the normal respawn method
			if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
				respawn( ent );
			}
		}
		else if (gDoSlowMoDuel)
		{
			client->respawnTime = level.time + 1000;
		}
		return;
	}

	// perform once-a-second actions
	ClientTimerActions( ent, msec );

	G_UpdateClientBroadcasts ( ent );
}
Beispiel #9
0
/*
==============
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 ) {
	int			i;
	clientPersistant_t	*pers;

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
		SpectatorClientEndFrame( ent );
		return;
	}

	pers = &ent->client->pers;

	// turn off any expired powerups
	for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
		if ( ent->client->ps.powerups[ i ] < level.time ) {
			ent->client->ps.powerups[ i ] = 0;
		}
	}

	// save network bandwidth
#if 0
	if ( !g_synchronousClients->integer && (ent->client->ps.pm_type == PM_NORMAL || ent->client->ps.pm_type == PM_FLOAT) ) {
		// FIXME: this must change eventually for non-sync demo recording
		VectorClear( ent->client->ps.viewangles );
	}
#endif

	//
	// 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 );

	// set the bit for the reachability area the client is currently in
//	i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
//	ent->client->areabits[i >> 3] |= 1 << (i & 7);
}
Beispiel #10
0
/*
==============
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 = (qboolean)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;

      //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 )
        {
          if( BG_UpgradeClassAvailable( &client->ps ) )
          {
            //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;
  }
}
Beispiel #11
0
void demoProcessSnapShots( qboolean hadSkip ) {
	int i;
	snapshot_t		*snap;

	// see what the latest snapshot the client system has is
	trap_GetCurrentSnapshotNumber( &cg.latestSnapshotNum, &cg.latestSnapshotTime );
	if (hadSkip || !cg.snap) {
		cgs.processedSnapshotNum = max(cg.latestSnapshotNum - 3, -1);
		if (cg.nextSnap)
			cgs.serverCommandSequence = cg.nextSnap->serverCommandSequence;
		else if (cg.snap)
			cgs.serverCommandSequence = cg.snap->serverCommandSequence;
		cg.snap = 0;
		cg.nextSnap = 0;
		cg.nextNextSnap = 0;

		for (i=-1;i<MAX_GENTITIES;i++) {
			centity_t *cent = i < 0 ? &cg.predictedPlayerEntity : &cg_entities[i];
			cent->trailTime = cg.time;
			cent->snapShotTime = cg.time;
			cent->currentValid = qfalse;
			cent->interpolate = qfalse;
			cent->muzzleFlashTime = cg.time - MUZZLE_FLASH_TIME - 1;
			cent->previousEvent = 0;
			if (cent->currentState.eType == ET_PLAYER) {
				memset( &cent->pe, 0, sizeof( cent->pe ) );
				cent->pe.legs.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.pitchAngle = cent->lerpAngles[PITCH];
			}
		}
	}

	/* Check if we have some transition between snapsnots */
	if (!cg.snap) {
		entityState_t pes;
		snap = CG_ReadNextSnapshot();
		if (!snap)
			return;
		cg.snap = snap;
		BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
		CG_BuildSolidList();
		CG_ExecuteNewServerCommands( snap->serverCommandSequence );
		CG_UpdateTps( snap, qtrue );
		BG_PlayerStateToEntityStateExtraPolate( &snap->ps, &pes, snap->ps.commandTime, qfalse );
		CG_AddToHistory( snap->serverTime, &pes, &cg_entities[snap->ps.clientNum] );
		for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
			entityState_t *state = &cg.snap->entities[ i ];
			centity_t *cent = &cg_entities[ state->number ];
			memcpy(&cent->currentState, state, sizeof(entityState_t));
			cent->interpolate = qfalse;
			cent->currentValid = qtrue;
			CG_AddToHistory( snap->serverTime, state, cent );
			if (cent->currentState.eType > ET_EVENTS)
				cent->previousEvent = 1;
			else 
				cent->previousEvent = cent->currentState.event;
		}
	}
	do {
		if (!cg.nextSnap) {
			snap = CG_ReadNextSnapshot();
			if (!snap)
				break;
			CG_SetNextSnap( snap );
		}
		if ( !cg.nextNextSnap ) {
			snap = CG_ReadNextSnapshot();
			if ( !snap )
				break;
			CG_SetNextNextSnap( snap );
		}
		if ( cg.timeFraction >= cg.snap->serverTime - cg.time && cg.timeFraction < cg.nextSnap->serverTime - cg.time )
			break;
		//Todo our own transition checking if we wanna hear certain sounds
		CG_TransitionSnapshot();
	} while (1);
}