Esempio n. 1
0
void CG_PrevWeapon_f( void ) {
	int i, original;

	if ( !cg.snap || CG_IsSpectating() )
		return;

	if ( cg.snap->ps.emplacedIndex )
		return;

	cg.weaponSelectTime = cg.time;
	original = cg.weaponSelect;

	for ( i = 0; i < WP_NUM_WEAPONS; i++ ) {
		//*SIGH*... Hack to put concussion rifle before rocketlauncher
		if ( cg.weaponSelect == WP_ROCKET_LAUNCHER )
			cg.weaponSelect = WP_CONCUSSION;
		else if ( cg.weaponSelect == WP_CONCUSSION )
			cg.weaponSelect = WP_FLECHETTE;
		else if ( cg.weaponSelect == WP_BRYAR_OLD )
			cg.weaponSelect = WP_DET_PACK;
		else
			cg.weaponSelect--;
		if ( cg.weaponSelect == -1 )
			cg.weaponSelect = WP_NUM_WEAPONS - 1;
		if ( CG_WeaponSelectable( cg.weaponSelect ) )
			break;
	}
	if ( i == WP_NUM_WEAPONS )
		cg.weaponSelect = original;
	else
		trap->S_MuteSound( cg.snap->ps.clientNum, CHAN_WEAPON );
}
Esempio n. 2
0
void CG_Weapon_f( void ) {
	int num;

	if ( !cg.snap || CG_IsSpectating() || cg.snap->ps.emplacedIndex )
		return;

	num = atoi( CG_Argv( 1 ) );
	if ( num < 1 || num > LAST_USEABLE_WEAPON )
		return;

	if ( num == 1 && cg.snap->ps.weapon == WP_SABER ) {
		if ( cg.snap->ps.weaponTime < 1 )
			trap->SendConsoleCommand( "sv_saberswitch\n" );
		return;
	}

	//rww - hack to make weapon numbers same as single player
	if ( num > WP_STUN_BATON )
		num += 2;
	else {
		if ( cg.snap->ps.stats[STAT_WEAPONS] & (1 << WP_SABER) )
			num = WP_SABER;
		else
			num = WP_MELEE;
	}

	if ( num > LAST_USEABLE_WEAPON + 1 )
		return;

	if ( num >= WP_THERMAL && num <= WP_DET_PACK ) {
		int weap, i = 0;

		// already in cycle range so start with next cycle item
		if ( cg.snap->ps.weapon >= WP_THERMAL && cg.snap->ps.weapon <= WP_DET_PACK )
			weap = cg.snap->ps.weapon + 1;
		else // not in cycle range, so start with thermal detonator
			weap = WP_THERMAL;

		// prevent an endless loop
		while ( i <= 4 ) {
			if ( weap > WP_DET_PACK )
				weap = WP_THERMAL;

			if ( CG_WeaponSelectable( weap ) ) {
				num = weap;
				break;
			}

			weap++;
			i++;
		}
	}

	if ( !CG_WeaponSelectable( num ) )
		return;

	cg.weaponSelectTime = cg.time;

	if ( !(cg.snap->ps.stats[STAT_WEAPONS] & (1 << num)) ) {
		if ( num == WP_SABER ) {
			// don't have saber, try melee on the same slot
			num = WP_MELEE;

			if ( !(cg.snap->ps.stats[STAT_WEAPONS] & (1 << num)) )
				return;
		}
		else
			return; // don't have the weapon
	}

	if ( cg.weaponSelect != num )
		trap->S_MuteSound( cg.snap->ps.clientNum, CHAN_WEAPON );

	cg.weaponSelect = num;
}
Esempio n. 3
0
// Version of the above which doesn't add +2 to a weapon. The above can't trigger WP_MELEE or WP_STUN_BATON.
//	Derogatory comments go here.
void CG_WeaponClean_f( void ) {
	int num;

	if ( !cg.snap || CG_IsSpectating() || cg.snap->ps.emplacedIndex )
		return;

	num = atoi( CG_Argv( 1 ) );

	if ( num < 1 || num > LAST_USEABLE_WEAPON )
		return;

	if ( num == 1 && cg.snap->ps.weapon == WP_SABER ) {
		if ( cg.predictedPlayerState.weaponTime < 1 )
			trap->SendConsoleCommand( "sv_saberswitch\n" );
		return;
	}

	if ( num == WP_STUN_BATON ) {
		if ( cg.snap->ps.stats[STAT_WEAPONS] & (1 << WP_SABER) )
			num = WP_SABER;
		else
			num = WP_MELEE;
	}

	// other weapons are off limits due to not actually being weapon weapons
	if ( num > LAST_USEABLE_WEAPON + 1 )
		return;

	if ( num >= WP_THERMAL && num <= WP_DET_PACK ) {
		int weap, i;

		if ( cg.snap->ps.weapon >= WP_THERMAL && cg.snap->ps.weapon <= WP_DET_PACK )
			weap = cg.snap->ps.weapon + 1;
		else
			weap = WP_THERMAL;

		// prevent an endless loop
		for ( i = 0; i <= 4; i++ ) {
			if ( weap > WP_DET_PACK )
				weap = WP_THERMAL;

			if ( CG_WeaponSelectable( weap ) ) {
				num = weap;
				break;
			}

			weap++;
		}
	}

	if ( !CG_WeaponSelectable( num ) )
		return;

	cg.weaponSelectTime = cg.time;

	if ( !(cg.snap->ps.stats[STAT_WEAPONS] & (1 << num)) ) {
		if ( num == WP_SABER ) {
			// don't have saber, try melee on the same slot
			num = WP_MELEE;

			if ( !(cg.snap->ps.stats[STAT_WEAPONS] & (1 << num)) )
				return;
		}
		else
			return; // don't have the weapon
	}

	if ( cg.weaponSelect != num )
		trap->S_MuteSound( cg.snap->ps.clientNum, CHAN_WEAPON );

	cg.weaponSelect = num;
}
Esempio n. 4
0
void CG_CheckPlayerG2Weapons( playerState_t *ps, centity_t *cent ) {
	if ( !ps ) {
		assert( !"CG_CheckPlayerG2Weapons: NULL ps" );
		return;
	}

	if ( CG_IsSpectating() )
		return;

	if ( cent->currentState.eType == ET_NPC ) {
		assert( !"CG_CheckPlayerG2Weapons on NPC" );
		return;
	}

	// should we change the gun model on this player?
	if ( cent->currentState.saberInFlight )
		cent->ghoul2weapon = CG_G2WeaponInstance( cent, WP_SABER );

	if ( cent->currentState.eFlags & EF_DEAD ) {
		// no updating weapons when dead
		cent->ghoul2weapon = NULL;
		return;
	}

	if ( cent->torsoBolt ) {
		// got our limb cut off, no updating weapons until it's restored
		cent->ghoul2weapon = NULL;
		return;
	}

	if ( cgs.clientinfo[ps->clientNum].team == TEAM_SPECTATOR || ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
		cent->ghoul2weapon = cg_entities[ps->clientNum].ghoul2weapon = NULL;
		cent->weapon = cg_entities[ps->clientNum].weapon = 0;
		return;
	}

	if ( cent->ghoul2 && cent->ghoul2weapon != CG_G2WeaponInstance( cent, ps->weapon )
		&& ps->clientNum == cent->currentState.number ) //don't want spectator mode forcing one client's weapon instance over another's
	{
		CG_CopyG2WeaponInstance( cent, ps->weapon, cent->ghoul2 );
		cent->ghoul2weapon = CG_G2WeaponInstance( cent, ps->weapon );
		if ( cent->weapon == WP_SABER && cent->weapon != ps->weapon && !ps->saberHolstered ) {
			// switching away from the saber
			//	trap->S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap->S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ) );
			if ( cgs.clientinfo[ps->clientNum].saber[0].soundOff && !ps->saberHolstered )
				trap->S_StartSound( &cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[0].soundOff );

			if ( cgs.clientinfo[ps->clientNum].saber[1].soundOff && cgs.clientinfo[ps->clientNum].saber[1].model[0]
				&& !ps->saberHolstered ) {
				trap->S_StartSound( &cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[1].soundOff );
			}
		}
		else if ( ps->weapon == WP_SABER && cent->weapon != ps->weapon && !cent->saberWasInFlight ) {
			// switching to the saber
			//	trap->S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap->S_RegisterSound( "sound/weapons/saber/saberon.wav" ) );
			if ( cgs.clientinfo[ps->clientNum].saber[0].soundOn )
				trap->S_StartSound( &cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[0].soundOn );

			if ( cgs.clientinfo[ps->clientNum].saber[1].soundOn )
				trap->S_StartSound( &cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[1].soundOn );

			BG_SI_SetDesiredLength( &cgs.clientinfo[ps->clientNum].saber[0], 0, -1 );
			BG_SI_SetDesiredLength( &cgs.clientinfo[ps->clientNum].saber[1], 0, -1 );
		}
		cent->weapon = ps->weapon;
	}
}
Esempio n. 5
0
// The transition point from snap to nextSnap has passed
static void CG_TransitionSnapshot( void ) {
	centity_t			*cent;
	snapshot_t			*oldFrame;
	int					i;

	if ( !cg.snap ) {
		trap->Error( ERR_DROP, "CG_TransitionSnapshot: NULL cg.snap" );
		return;
	}

	if ( !cg.nextSnap ) {
		trap->Error( ERR_DROP, "CG_TransitionSnapshot: NULL cg.nextSnap" );
		return;
	}

	// execute any server string commands before transitioning entities
	CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );

	// clear the currentValid flag for all entities in the existing snapshot
	for ( i = 0; i < cg.snap->numEntities; i++ ) {
		cent = &cg_entities[cg.snap->entities[i].number];
		cent->currentValid = qfalse;
	}

	// move nextSnap to snap and do the transitions
	oldFrame = cg.snap;
	cg.snap = cg.nextSnap;

	//	CG_CheckPlayerG2Weapons( &cg.snap->ps, &cg_entities[cg.snap->ps.clientNum] );
	//	CG_CheckPlayerG2Weapons( &cg.snap->ps, &cg.predictedPlayerEntity );
	BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[cg.snap->ps.clientNum].currentState, qfalse );
	cg_entities[cg.snap->ps.clientNum].interpolate = qfalse;

	for ( i = 0; i < cg.snap->numEntities; i++ ) {
		cent = &cg_entities[cg.snap->entities[i].number];
		CG_TransitionEntity( cent );

		// remember time of snapshot this entity was last updated in
		cent->snapShotTime = cg.snap->serverTime;
	}

	cg.nextSnap = NULL;

	// check for playerstate transition events
	if ( oldFrame ) {
		playerState_t	*ops, *ps;

		ops = &oldFrame->ps;
		ps = &cg.snap->ps;
		// teleporting checks are irrespective of prediction
		if ( (ps->eFlags ^ ops->eFlags) & EF_TELEPORT_BIT )
			cg.thisFrameTeleport = qtrue; // will be cleared by prediction code

		// if we are not doing client side movement prediction for any
		// reason, then the client events and view changes will be issued now
		if ( cg.demoPlayback || CG_IsSpectating() || cg_noPredict.integer || g_synchronousClients.integer
			|| CG_UsingEWeb() ) {
			CG_TransitionPlayerState( ps, ops );
		}
	}
}