Beispiel #1
0
/*
==============
ClientBeginServerFrame

This will be called once for each server frame, before running
any other entities in the world.
==============
*/
void ClientBeginServerFrame (edict_t *ent)
{
	gclient_t	*client;
	int			buttonMask;

	if (level.intermissiontime)
		return;

	client = ent->client;

	if (deathmatch->value &&

		client->pers.spectator != client->resp.spectator &&

		(level.time - client->respawn_time) >= 5) {

		spectator_respawn(ent);

		return;

	}



	// run weapon animations if it hasn't been done by a ucmd_t
	if (!client->weapon_thunk && !client->resp.spectator)

		Think_Weapon (ent);
	else
		client->weapon_thunk = false;

	if (ent->deadflag)
	{
		// wait for any button just going down
		if ( level.time > client->respawn_time)
		{
			// in deathmatch, only wait for attack button
			if (deathmatch->value)
				buttonMask = BUTTON_ATTACK;
			else
				buttonMask = -1;

			if ( ( client->latched_buttons & buttonMask ) ||
				(deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
			{
				respawn(ent);
				client->latched_buttons = 0;
			}
		}
		return;
	}

	// add player trail so monsters can follow
	if (!deathmatch->value)
		if (!visible (ent, PlayerTrail_LastSpot() ) )
			PlayerTrail_Add (ent->s.old_origin);

	client->latched_buttons = 0;
}
Beispiel #2
0
/*
==============
ClientBeginServerFrame

This will be called once for each server frame, before running
any other entities in the world.
==============
*/
void ClientBeginServerFrame (edict_t *ent)
{
	gclient_t	*client;
	int			buttonMask;

	if (level.intermissiontime)
		return;

	client = ent->client;

	// run weapon animations if it hasn't been done by a ucmd_t
	if (!client->weapon_thunk)
		Think_Weapon (ent);
	else
		client->weapon_thunk = false;

	// make sure the fov and weapon models are gone if we're in camera mode
	if (client->zCameraTrack)
	{
		client->ps.fov = 90;
		client->ps.gunindex = 0;
	}

	if (ent->deadflag)
	{
		// wait for any button just going down
		if ( level.time > client->respawn_time)
		{
			// in deathmatch, only wait for attack button
			if (deathmatch->value)
				buttonMask = BUTTON_ATTACK;
			else
				buttonMask = -1;

			if ( ( client->latched_buttons & buttonMask ) ||
				(deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
			{
				respawn(ent);
				client->latched_buttons = 0;
			}
		}
		return;
	}

	// add player trail so monsters can follow
	if (!deathmatch->value)
		if (!visible (ent, PlayerTrail_LastSpot() ) )
			PlayerTrail_Add (ent->s.old_origin);

	client->latched_buttons = 0;
}
Beispiel #3
0
/*
==============
ClientThink

This will be called once for each client frame, which will
usually be a couple times for each server frame.
==============
*/
void ClientThink (edict_t *ent, usercmd_t *ucmd)
{
	gclient_t	*client;
	edict_t	*other;
	int		i, j;
	pmove_t	pm;

#if defined(_DEBUG) && defined(_Z_TESTMODE)

  if(testitemOriginMove && testItemDroped)
  {
    if(ucmd->forwardmove > 0)
    {
      testItemDroped->s.origin[2]++;
    }
    else if(ucmd->forwardmove < 0)
    {
      testItemDroped->s.origin[2]--;
    }

    return;
  }

#endif

	level.current_entity = ent;
	client = ent->client;
	
#ifdef GAME_MOD
	Blinky_BeginClientThink(ent, ucmd);
#endif

	if (level.intermissiontime)
	{
		client->ps.pmove.pm_type = PM_FREEZE;
		// can exit intermission after five seconds
		if (level.time > level.intermissiontime + 5.0 
			&& (ucmd->buttons & BUTTON_ANY) )
			level.exitintermission = true;
		return;
	}

	if(ent->movetype == MOVETYPE_FREEZE)
	{
		client->ps.pmove.pm_type = PM_FREEZE;
		return;
	}

	pm_passent = ent;

	// set up for pmove
	memset (&pm, 0, sizeof(pm));
	
	if (ent->movetype == MOVETYPE_NOCLIP)
		client->ps.pmove.pm_type = PM_SPECTATOR;
	else if (ent->s.modelindex != 255)
		client->ps.pmove.pm_type = PM_GIB;
	else if (ent->deadflag)
		client->ps.pmove.pm_type = PM_DEAD;
	else
		client->ps.pmove.pm_type = PM_NORMAL;

	client->ps.pmove.gravity = sv_gravity->value;
	pm.s = client->ps.pmove;

	for (i=0 ; i<3 ; i++)
	{
		pm.s.origin[i] = ent->s.origin[i]*8;
		pm.s.velocity[i] = ent->velocity[i]*8;
	}

	if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
	{
		pm.snapinitial = true;
//		gi.dprintf ("pmove changed!\n");
	}

	pm.cmd = *ucmd;

	pm.trace = PM_trace;	// adds default parms
	pm.pointcontents = gi.pointcontents;

	// perform a pmove
	gi.Pmove (&pm);

	// save results of pmove
	client->ps.pmove = pm.s;
	client->old_pmove = pm.s;

	for (i=0 ; i<3 ; i++)
	{
		ent->s.origin[i] = pm.s.origin[i]*0.125;
		ent->velocity[i] = pm.s.velocity[i]*0.125;
	}

	VectorCopy (pm.mins, ent->mins);
	VectorCopy (pm.maxs, ent->maxs);

	client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
	client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
	client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);

	if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
	{
		gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
		PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
	}

	ent->viewheight = pm.viewheight;
	ent->waterlevel = pm.waterlevel;
	ent->watertype = pm.watertype;
	ent->groundentity = pm.groundentity;
	if (pm.groundentity)
		ent->groundentity_linkcount = pm.groundentity->linkcount;

	if (ent->deadflag)
	{
		client->ps.viewangles[ROLL] = 40;
		client->ps.viewangles[PITCH] = -15;
		client->ps.viewangles[YAW] = client->killer_yaw;
	}
	else
	{
		VectorCopy (pm.viewangles, client->v_angle);
		VectorCopy (pm.viewangles, client->ps.viewangles);
	}


	gi.linkentity (ent);

	if (ent->movetype != MOVETYPE_NOCLIP)
		G_TouchTriggers (ent);

	// touch other objects
	for (i=0 ; i<pm.numtouch ; i++)
	{
		other = pm.touchents[i];
		for (j=0 ; j<i ; j++)
			if (pm.touchents[j] == other)
				break;
		if (j != i)
			continue;	// duplicated
		if (!other->touch)
			continue;
		other->touch (other, ent, NULL, NULL);
	}


	client->oldbuttons = client->buttons;
	client->buttons = ucmd->buttons;
	client->latched_buttons |= client->buttons & ~client->oldbuttons;

	// save light level the player is standing on for
	// monster sighting AI
	ent->light_level = ucmd->lightlevel;

	// fire weapon from final position if needed
	if (client->latched_buttons & BUTTON_ATTACK)
	{
		if (!client->weapon_thunk)
		{
			client->weapon_thunk = true;
			Think_Weapon (ent);
		}
	}
#ifdef WITH_ACEBOT
// ACEBOT_ADD
	if (!ent->is_bot && !ent->deadflag && !ent->client->resp.spectator)
		ACEND_PathMap(ent);
// ACEBOT_END
#endif
}
Beispiel #4
0
/*
==============
ClientThink

This will be called once for each client frame, which will
usually be a couple times for each server frame.
==============
*/
void ClientThink (edict_t *ent, usercmd_t *ucmd)
{
	gclient_t	*client;
	edict_t	*other;
	int		i, j;
	pmove_t	pm;

	level.current_entity = ent;
	client = ent->client;

	if (level.intermissiontime)
	{
		client->ps.pmove.pm_type = PM_FREEZE;
		// can exit intermission after five seconds
		if (level.time > level.intermissiontime + 5.0 
			&& (ucmd->buttons & BUTTON_ANY) )
			level.exitintermission = true;
		return;
	}

	pm_passent = ent;

	if (ent->client->chase_target) {

		client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
		client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
		client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);

	} else {

		// set up for pmove
		memset (&pm, 0, sizeof(pm));

		if (ent->movetype == MOVETYPE_NOCLIP)
			client->ps.pmove.pm_type = PM_SPECTATOR;
		else if (ent->s.modelindex != 255)
			client->ps.pmove.pm_type = PM_GIB;
		else if (ent->deadflag)
			client->ps.pmove.pm_type = PM_DEAD;
		else
			client->ps.pmove.pm_type = PM_NORMAL;

		client->ps.pmove.gravity = sv_gravity->value;
		pm.s = client->ps.pmove;

		for (i=0 ; i<3 ; i++)
		{
			pm.s.origin[i] = ent->s.origin[i]*8;
			pm.s.velocity[i] = ent->velocity[i]*8;
		}

		if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
		{
			pm.snapinitial = true;
	//		gi.dprintf ("pmove changed!\n");
		}

		pm.cmd = *ucmd;

		pm.trace = PM_trace;	// adds default parms
		pm.pointcontents = gi.pointcontents;

		// perform a pmove
		gi.Pmove (&pm);

		// save results of pmove
		client->ps.pmove = pm.s;
		client->old_pmove = pm.s;

		for (i=0 ; i<3 ; i++)
		{
			ent->s.origin[i] = pm.s.origin[i]*0.125;
			ent->velocity[i] = pm.s.velocity[i]*0.125;
		}

		VectorCopy (pm.mins, ent->mins);
		VectorCopy (pm.maxs, ent->maxs);

		client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
		client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
		client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);

		if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
		{
			gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
			PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
		}

		ent->viewheight = pm.viewheight;
		ent->waterlevel = pm.waterlevel;
		ent->watertype = pm.watertype;
		ent->groundentity = pm.groundentity;
		if (pm.groundentity)
			ent->groundentity_linkcount = pm.groundentity->linkcount;

		if (ent->deadflag)
		{
			client->ps.viewangles[ROLL] = 40;
			client->ps.viewangles[PITCH] = -15;
			client->ps.viewangles[YAW] = client->killer_yaw;
		}
		else
		{
			VectorCopy (pm.viewangles, client->v_angle);
			VectorCopy (pm.viewangles, client->ps.viewangles);
		}

		gi.linkentity (ent);

		if (ent->movetype != MOVETYPE_NOCLIP)
			G_TouchTriggers (ent);

		// touch other objects
		for (i=0 ; i<pm.numtouch ; i++)
		{
			other = pm.touchents[i];
			for (j=0 ; j<i ; j++)
				if (pm.touchents[j] == other)
					break;
			if (j != i)
				continue;	// duplicated
			if (!other->touch)
				continue;
			other->touch (other, ent, NULL, NULL);
		}

	}

	client->oldbuttons = client->buttons;
	client->buttons = ucmd->buttons;
	client->latched_buttons |= client->buttons & ~client->oldbuttons;

	// save light level the player is standing on for
	// monster sighting AI
	ent->light_level = ucmd->lightlevel;

	// fire weapon from final position if needed
	if (client->latched_buttons & BUTTON_ATTACK)
	{
		if (client->resp.spectator) {

			client->latched_buttons = 0;

			if (client->chase_target) {
				client->chase_target = NULL;
				client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
			} else
				GetChaseTarget(ent);

		} else if (!client->weapon_thunk) {
			client->weapon_thunk = true;
			Think_Weapon (ent);
		}
	}

	if (client->resp.spectator) {
		if (ucmd->upmove >= 10) {
			if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) {
				client->ps.pmove.pm_flags |= PMF_JUMP_HELD;
				if (client->chase_target)
					ChaseNext(ent);
				else
					GetChaseTarget(ent);
			}
		} else
			client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD;
	}

	// update chase cam if being followed
	for (i = 1; i <= maxclients->value; i++) {
		other = g_edicts + i;
		if (other->inuse && other->client->chase_target == ent)
			UpdateChaseCam(other);
	}
}