Esempio n. 1
0
void Cmd_Lens_f(edict_t * ent)
{
    int nArg;
    char args[8];

    if (ent->client->curr_weap != SNIPER_NUM)
        return;

    nArg = atoi(gi.args());

    if (nArg == 0) {
        Q_strncpyz(args, gi.args(), sizeof(args));
        //perhaps in or out? let's see.
        if (Q_stricmp(args, "in") == 0)
            _ZoomIn(ent, false);
        else if (Q_stricmp(args, "out") == 0)
            _ZoomOut(ent, false);
        else
            _ZoomIn(ent, true);

        if(!ent->client->desired_zoom)
            return;
    }
    else if ((nArg == 1) || (!(nArg % 2) && (nArg <= 6)))
        ent->client->desired_zoom = nArg;
    else
        _ZoomIn(ent, true);

    if(ent->client->weapon_attempts > 0)
        return; //Already waiting to change the zoom, otherwise it
    //first change to desired zoom and then usual zoomin -M

    ent->client->weapon_attempts++;
    if (ent->client->weapon_attempts == 1)
        Cmd_Weapon_f(ent);
}
Esempio n. 2
0
/*
=================
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;
	//char player_name[30];
	//char temp[40];
	//        int             damage; // zucc for bleeding

	current_player = ent;
	current_client = ent->client;

	//AQ2:TNG - Slicer : Stuffs the client x seconds after he enters the server, needed for Video check
	if (ent->client->resp.checktime[0] <= level.time)
	{
		ent->client->resp.checktime[0] = level.time + video_checktime->value;
		if (video_check->value || video_check_lockpvs->value
			|| video_check_glclear->value || darkmatch->value)
			stuffcmd (ent, "%!fc $vid_ref\n");
		if (video_force_restart->value && video_check->value && !ent->client->resp.checked)
		{
			stuffcmd (ent, "vid_restart\n");
			ent->client->resp.checked = true;
		}

	}
	if (ent->client->resp.checktime[1] <= level.time)
	{
		ent->client->resp.checktime[1] = level.time + video_checktime->value;
		ent->client->resp.checktime[2] = level.time + 1;
		if (video_check->value || video_check_lockpvs->value
			|| video_check_glclear->value || darkmatch->value)
		{
			if (ent->client->resp.vidref && Q_stricmp(ent->client->resp.vidref, "soft"))
				stuffcmd (ent, "%cpsi $gl_modulate $gl_lockpvs $gl_clear $gl_dynamic $gl_driver\n");
		}

	}
	if (ent->client->resp.checktime[2] <= level.time)
	{
		// ent->client->resp.checktime[2] = level.time + video_checktime->value;
		if (video_check->value || video_check_lockpvs->value
			|| video_check_glclear->value || darkmatch->value)
		{
			if (ent->client->resp.vidref && Q_stricmp(ent->client->resp.vidref, "soft"))
				VideoCheckClient (ent);
		}

	}

	if(pause_time)
	{
		G_SetStats (ent);
		return;
	}

	//FIREBLADE - Unstick avoidance stuff.
	if (ent->solid == SOLID_TRIGGER && !lights_camera_action)
	{
		edict_t *overlap;
		if ((overlap = FindOverlap (ent, NULL)) == NULL)
		{
			ent->solid = SOLID_BBOX;
			gi.linkentity (ent);
			RemoveFromTransparentList (ent);
		}
		else
		{
			do
			{
				if (overlap->solid == SOLID_BBOX)
				{
					overlap->solid = SOLID_TRIGGER;
					gi.linkentity (overlap);
					AddToTransparentList (overlap);
				}
				overlap = FindOverlap (ent, overlap);
			}
			while (overlap != NULL);
		}
	}
	//FIREBLADE

	//
	// 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 || ent->solid == SOLID_NOT)
	{
		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);

	// zucc handle any bleeding damage here
	Do_Bleeding (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);

	G_SetStats (ent);

	//FIREBLADE
	for (i = 1; i <= maxclients->value; i++)
	{
		int stats_copy;
		edict_t *e = g_edicts + i;

		if (!ent->inuse || e->client->chase_mode == 0 || e->client->chase_target != ent)
			continue;

		for (stats_copy = 0; stats_copy < MAX_STATS; stats_copy++)
		{
			if (stats_copy >= STAT_TEAM_HEADER && stats_copy <= STAT_TEAM2_SCORE)
				continue;		// protect these
			if (stats_copy >= STAT_TEAM3_PIC && stats_copy <= STAT_TEAM3_SCORE)
				continue;		// protect these
			if (stats_copy == STAT_LAYOUTS || stats_copy == STAT_ID_VIEW)
				continue;		// protect these
			if (stats_copy == STAT_SNIPER_ICON && e->client->chase_mode != 2)
				continue;		// only show sniper lens when in chase mode 2
			if (stats_copy == STAT_FRAGS)
				continue;
			e->client->ps.stats[stats_copy] = ent->client->ps.stats[stats_copy];
		}

	//FB                e->client->ps.stats[STAT_LAYOUTS] = 1;
	//FB                break;
	}
	//FIREBLADE

	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);


	// zucc - clear the open door command
	ent->client->doortoggle = 0;

	if (ent->client->push_timeout > 0)
		ent->client->push_timeout--;
  /*              else
	 {
	 ent->client->attacker = NULL;
	 ent->client->attacker_mod = MOD_BLEEDING;
	 }
   */
	if (ent->client->reload_attempts > 0)
	{
		if (((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)
		&& canFire(ent))
		{
			ent->client->reload_attempts = 0;
		}
		else
		{
			Cmd_Reload_f (ent);
		}
	}
	if (ent->client->weapon_attempts > 0)
		Cmd_Weapon_f (ent);

	// if the scoreboard is up, update it
	if (ent->client->showscores && !(level.framenum & 31))
	{
		//FIREBLADE
		if (ent->client->menu)
		{
			PMenu_Update (ent);
		}
		else
		//FIREBLADE
			DeathmatchScoreboardMessage (ent, ent->enemy);
		gi.unicast (ent, false);
	}

	//FIREBLADE
	if(!pause_time)
		RadioThink (ent);
	//FIREBLADE
}
Esempio n. 3
0
void Cmd_New_Weapon_f(edict_t * ent)
{
    ent->client->weapon_attempts++;
    if (ent->client->weapon_attempts == 1)
        Cmd_Weapon_f(ent);
}