/* * Called for each player at the end of * the server frame and right after spawning */ void ClientEndServerFrame(edict_t *ent) { float bobtime; int i; if (!ent) { return; } current_player = ent; current_client = ent->client; /* If the origin or velocity have changed since ClientThink(), update the pmove values. This will happen when the client is pushed by a bmodel or kicked by an explosion. If it wasn't updated here, the view position would lag a frame behind the body position when pushed -- "sinking into plats" */ for (i = 0; i < 3; i++) { current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0; current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0; } /* If the end of unit layout is displayed, don't give the player any normal movement attributes */ if (level.intermissiontime) { current_client->ps.blend[3] = 0; current_client->ps.fov = 90; G_SetStats(ent); return; } AngleVectors(ent->client->v_angle, forward, right, up); /* burn from lava, etc */ P_WorldEffects(); /* set model angles from view angles so other things in the world can tell which direction you are looking */ if (ent->client->v_angle[PITCH] > 180) { ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]) / 3; } else { ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3; } ent->s.angles[YAW] = ent->client->v_angle[YAW]; ent->s.angles[ROLL] = 0; ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4; /* calculate speed and cycle to be used for all cyclic walking effects */ xyspeed = sqrt(ent->velocity[0] * ent->velocity[0] + ent->velocity[1] * ent->velocity[1]); if (xyspeed < 5) { bobmove = 0; current_client->bobtime = 0; /* start at beginning of cycle again */ } else if (ent->groundentity) { /* so bobbing only cycles when on ground */ if (xyspeed > 210) { bobmove = 0.25; } else if (xyspeed > 100) { bobmove = 0.125; } else { bobmove = 0.0625; } } bobtime = (current_client->bobtime += bobmove); if (current_client->ps.pmove.pm_flags & PMF_DUCKED) { bobtime *= 4; } bobcycle = (int)bobtime; bobfracsin = fabs(sin(bobtime * M_PI)); /* detect hitting the floor */ P_FallingDamage(ent); /* apply all the damage taken this frame */ P_DamageFeedback(ent); /* determine the view offsets */ SV_CalcViewOffset(ent); /* determine the gun offsets */ SV_CalcGunOffset(ent); /* determine the full screen color blend must be after viewoffset, so eye contents can be accurately determined */ SV_CalcBlend(ent); /* chase cam stuff */ if (ent->client->resp.spectator) { G_SetSpectatorStats(ent); } else { G_SetStats(ent); } G_CheckChaseStats(ent); G_SetClientEvent(ent); G_SetClientEffects(ent); G_SetClientSound(ent); G_SetClientFrame(ent); VectorCopy(ent->velocity, ent->client->oldvelocity); VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles); /* clear weapon kicks */ VectorClear(ent->client->kick_origin); VectorClear(ent->client->kick_angles); if (!(level.framenum & 31)) { /* if the scoreboard is up, update it */ if (ent->client->showscores) { DeathmatchScoreboardMessage(ent, ent->enemy); gi.unicast(ent, false); } /* if the help computer is up, update it */ if (ent->client->showhelp) { ent->client->pers.helpchanged = 0; HelpComputerMessage(ent); gi.unicast(ent, false); } } /* if the inventory is up, update it */ if (ent->client->showinventory) { InventoryMessage(ent); gi.unicast(ent, false); } }
void ClientEndServerFrame (edict_t *ent) { float bobtime; int i; current_player = ent; current_client = ent->client; // // If the origin or velocity have changed since ClientThink(), // update the pmove values. This will happen when the client // is pushed by a bmodel or kicked by an explosion. // // If it wasn't updated here, the view position would lag a frame // behind the body position when pushed -- "sinking into plats" // for (i=0 ; i<3 ; i++) { current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0; current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0; } // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if (level.intermissiontime) { // FIXME: add view drifting here? current_client->ps.blend[3] = 0; current_client->ps.fov = 90; G_SetStats (ent); return; } AngleVectors (ent->client->v_angle, forward, right, up); // burn from lava, etc P_WorldEffects (); // // set model angles from view angles so other things in // the world can tell which direction you are looking // if (ent->client->v_angle[PITCH] > 180) ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3; else ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3; ent->s.angles[YAW] = ent->client->v_angle[YAW]; ent->s.angles[ROLL] = 0; ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4; // // calculate speed and cycle to be used for // all cyclic walking effects // xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]); if (xyspeed < 5) { bobmove = 0; current_client->bobtime = 0; // start at beginning of cycle again } //Kngightmare- exception for wading else if (ent->groundentity || ent->waterlevel == 2) { // so bobbing only cycles when on ground if (xyspeed > 450) // Knightmare added bobmove = 0.50; else if (xyspeed > 210) bobmove = 0.25; else if (!ent->groundentity && ent->waterlevel == 2 && xyspeed > 100) bobmove = 0.45; else if (xyspeed > 100) bobmove = 0.125; else if (!ent->groundentity && ent->waterlevel == 2) bobmove = 0.325; else bobmove = 0.0625; } bobtime = (current_client->bobtime += bobmove); if (current_client->ps.pmove.pm_flags & PMF_DUCKED) bobtime *= 4; bobcycle = (int)bobtime; // Lazarus: vehicle drivers don't bob if(ent->vehicle) bobfracsin = 0.; else bobfracsin = fabs(sin(bobtime*M_PI)); // detect hitting the floor P_FallingDamage (ent); // Lazarus: detect hitting walls P_SlamDamage (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // determine the view offsets SV_CalcViewOffset (ent); // determine the gun offsets SV_CalcGunOffset (ent); // determine the full screen color blend // must be after viewoffset, so eye contents can be // accurately determined // FIXME: with client prediction, the contents // should be determined by the client SV_CalcBlend (ent); // chase cam stuff if (ent->client->resp.spectator) G_SetSpectatorStats(ent); //ZOID else //if (!ent->client->chase_target) //ZOID G_SetStats (ent); G_CheckChaseStats(ent); G_SetClientEvent (ent); G_SetClientEffects (ent); G_SetClientSound (ent); G_SetClientFrame (ent); VectorCopy (ent->velocity, ent->client->oldvelocity); VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles); // clear weapon kicks VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); // if the scoreboard is up, update it if (!(level.framenum & 31)) { if (ent->client->showscores) { if (ent->client->menu) { // PMenu_Update(ent); PMenu_Do_Update(ent); ent->client->menudirty = false; ent->client->menutime = level.time; } else if (ent->client->textdisplay) Text_Update(ent); else DeathmatchScoreboardMessage (ent, ent->enemy); gi.unicast (ent, false); } else if(ent->client->whatsit) WhatsIt(ent); } // tpp if (ent->client->chasetoggle == 1) CheckChasecam_Viewent(ent); // end tpp }
/* ================= ClientEndServerFrame Called for each player at the end of the server frame and right after spawning ================= */ void ClientEndServerFrame (edict_t *ent) { float bobtime; int i, updateFrame; current_player = ent; current_client = ent->client; // // If the origin or velocity have changed since ClientThink(), // update the pmove values. This will happen when the client // is pushed by a bmodel or kicked by an explosion. // // If it wasn't updated here, the view position would lag a frame // behind the body position when pushed -- "sinking into plats" // for (i=0 ; i<3 ; i++) { current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0; current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0; } // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if (level.intermissiontime) { // FIXME: add view drifting here? current_client->ps.blend[3] = 0; current_client->ps.fov = 90; G_SetStats (ent); return; } AngleVectors (ent->client->v_angle, forward, right, up); // burn from lava, etc P_WorldEffects (); // // set model angles from view angles so other things in // the world can tell which direction you are looking // if (ent->client->v_angle[PITCH] > 180) ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3; else ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3; //GHz START // monsters don't use pitch if (ent->mtype) ent->s.angles[PITCH] = 0; //GHz END ent->s.angles[YAW] = ent->client->v_angle[YAW]; ent->s.angles[ROLL] = 0; ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4; // // calculate speed and cycle to be used for // all cyclic walking effects // xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]); if (xyspeed < 5) { bobmove = 0; current_client->bobtime = 0; // start at beginning of cycle again } else if (ent->groundentity) { // so bobbing only cycles when on ground if (xyspeed > 210) bobmove = 0.25; else if (xyspeed > 100) bobmove = 0.125; else bobmove = 0.0625; } bobtime = (current_client->bobtime += bobmove); if (current_client->ps.pmove.pm_flags & PMF_DUCKED) bobtime *= 4; bobcycle = (int)bobtime; bobfracsin = fabs(sin(bobtime*M_PI)); // detect hitting the floor P_FallingDamage (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // determine the view offsets SV_CalcViewOffset (ent); // determine the gun offsets SV_CalcGunOffset (ent); // determine the full screen color blend // must be after viewoffset, so eye contents can be // accurately determined // FIXME: with client prediction, the contents // should be determined by the client SV_CalcBlend (ent); // chase cam stuff if (ent->client->resp.spectator) G_SetSpectatorStats(ent); else G_SetStats (ent); G_CheckChaseStats(ent); G_SetClientEvent (ent); G_SetClientEffects (ent); G_SetClientSound (ent); G_SetClientFrame (ent); VectorCopy (ent->velocity, ent->client->oldvelocity); VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles); // clear weapon kicks VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); if (ent->client->pers.scanner_active & 1) updateFrame = SCANNER_UPDATE_FREQ; else updateFrame = 31; // if the scoreboard is up, update it //if (ent->client->showscores && !(level.framenum & 31) && !ent->client->menustorage.menu_active) if (((ent->client->showscores || ent->client->pers.scanner_active) && !ent->client->menustorage.menu_active && !ent->client->show_allyinfo && !(level.framenum % updateFrame)) || (ent->client->pers.scanner_active & 2)) { DeathmatchScoreboardMessage (ent, ent->enemy); gi.unicast (ent, false); } else if (ent->client->show_allyinfo && !(level.framenum%10)) { ShowAllyInfo(ent); } //GHz START else if (!ent->client->showscores && ent->client->menustorage.menu_active) { closemenu(ent); } //GHz END // P_FollowWall(ent); }