Exemplo n.º 1
0
int ReflectionLevel(gentity_t*player)
{   //handles all the behavior needed to saber block a blaster bolt.
    if(!player || !player->client)
        return FORCE_LEVEL_0;
    //create the bolt saber block effect

    //determine reflection level.
    if((BG_SaberInAttack(player->client->ps.saberMove)
            || PM_SaberInStart(player->client->ps.saberMove)
            || PM_SaberInReturn(player->client->ps.saberMove))
            && Q_irand(0, 99) <  ManualBoltReflectRate[player->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]])
    {   //manual reflection, bounce to the crosshair, roughly
        return FORCE_LEVEL_3;
        //otherDefLevel = FORCE_LEVEL_3;
    }
    else if(Q_irand(0, 99) <  NaturalBoltReflectRate[player->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]])
    {   //natural reflection, bounce back to the attacker.
        return FORCE_LEVEL_2;
    }
    else
    {   //just deflect the attack
        return FORCE_LEVEL_1;
        //otherDefLevel = FORCE_LEVEL_1;
    }
}
Exemplo n.º 2
0
//This void is a mix of requirements to meet for the emote to work, and the custom emote animation itself.
void cm_TheEmote(int animation, gentity_t *ent, qboolean freeze)
{
	//OpenRP - Emote + /me support
	void G_Say(gentity_t *ent, gentity_t *target, int mode, const char *chatText);
	char *msg = ConcatArgs(1);

	if (ent->client->sess.spectatorState == SPECTATOR_FOLLOW || ent->client->sess.spectatorState == SPECTATOR_FREE) {
		return;
	}
	if (ent->client->ps.groundEntityNum == ENTITYNUM_NONE){
		return;
	}
	if (ent->client->ps.saberHolstered < 2){
		ent->client->ps.saberHolstered = 2;
	}
	if (BG_SaberInAttack(ent->client->ps.saberMove) || BG_SaberInSpecialAttack(ent->client->ps.saberMove) || ent->client->ps.saberLockTime){
		return;
	}
	if (freeze == qtrue)
	{
		if (ent->client->ps.forceDodgeAnim == animation)
		{
			//ent->client->emote_freeze=0;
			ent->client->ps.saberCanThrow = qtrue;
			ent->client->ps.forceDodgeAnim = 0;
			ent->client->ps.forceHandExtendTime = 0;
		}
		else
		{
			ent->client->ps.forceHandExtend = HANDEXTEND_TAUNT;
			ent->client->ps.forceDodgeAnim = animation;
			ent->client->ps.forceHandExtendTime = level.time + Q3_INFINITE;
			//ent->client->ps.persistant[PERS_REGEN] = 1;
			ent->client->ps.saberCanThrow = qfalse;
			//ent->client->emote_freeze=1;
		}
	}
	else
	{
		StandardSetBodyAnim(ent, animation, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS);
	}
	//OpenRP - Emote + /me support
	if (trap->Argc() >= 2)
		G_Say(ent, NULL, SAY_ME, msg);

	trap->SendServerCommand(ent - g_entities, "print \"^3Note: Use the emote's command again to get out of the emote.\n\"");
	return;
}
Exemplo n.º 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 ) {
	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 );
}
Exemplo n.º 4
0
/*
==================

TheEmote

MJN/ClanMod

==================
*/
void TheEmote(int anim, gentity_t *ent, qboolean freeze )
{
	extern void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText );
	char *msg = ConcatArgs(1);
	int i = 0;

	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW || ent->client->sess.spectatorState == SPECTATOR_FREE )
		return;
	if (ent->client->ps.groundEntityNum == ENTITYNUM_NONE)
		return;
	if ( ent->client->ps.saberHolstered < 2 )
		ent->client->ps.saberHolstered = 2;
	if ( BG_SaberInAttack(ent->client->ps.saberMove) || BG_SaberInSpecialAttack(ent->client->ps.saberMove) || ent->client->ps.saberLockTime )
		return;

	//[OpenRP - Endlessly floating up bug]
	if(ent && ent->client && ent->client->forceLifting != -1)
	{
		g_entities[ent->client->forceLifting].client->ps.forceGripMoveInterval = 0;
		g_entities[ent->client->forceLifting].client->ps.forceGripChangeMovetype = PM_NORMAL;
		g_entities[ent->client->forceLifting].client->ps.pm_type = PM_NORMAL;
		g_entities[ent->client->forceLifting].client->underForceLift=qfalse;
		ent->client->forceLifting = -1;
	}
	//[/OpenRP - Endlessly floating up bug]

	ent->client->ps.forceHandExtend = HANDEXTEND_TAUNT;
	ent->client->ps.forceDodgeAnim = anim;
	// MJN - Entry for emotes
	//if (InSpecialEmote( anim ) )
	if ( freeze )
	{
		// MJN - Stop running Forcepowers
		while ( i < NUM_FORCE_POWERS )
		{
			if ( ( ent->client->ps.fd.forcePowersActive & (1 << i) ) && i != FP_LEVITATION )
				WP_ForcePowerStop(ent, i);
            i++;
		}
		ent->client->ps.forceHandExtendTime = level.time + 9999999;
		ent->client->saberKnockedTime = level.time + 9999999;
		ent->client->ps.weaponTime = 99999999;
	}
	else
	{// basejk
		ent->client->ps.forceHandExtendTime = level.time + BG_AnimLength(ent->localAnimIndex, (animNumber_t)anim);
	}

	if ( trap_Argc() >= 2 )
		G_Say( ent, NULL, SAY_ME, msg );

	return;

	/*
	if (freeze == qtrue)
	{
		if (ent->client->ps.forceDodgeAnim == anim)
		{
			StandardSetBodyAnim(ent, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
			ent->client->emote_freeze = qfalse;
			ent->client->ps.saberCanThrow = qtrue;
			ent->client->ps.forceDodgeAnim = 0;
			ent->client->ps.forceHandExtendTime = 0;
			ent->client->ps.saberMove = LS_NONE;
			ent->client->saberKnockedTime = level.time; // Enable Saber
			ent->client->ps.weaponTime = 0; // Enable Weapons
		}
		else
		{
			M_HolsterThoseSabers(ent);
			ent->client->emote_freeze = qtrue; // MJN 1
			ent->client->ps.saberMove = LS_NONE;
			ent->client->ps.saberBlocked = 0;
			ent->client->ps.saberBlocking = 0;
			ent->client->saberKnockedTime = level.time + 9999999; // Disable Saber
			ent->client->ps.weaponTime = 99999999; // Disable Weapons
			ent->client->ps.saberCanThrow = qfalse;
			ent->client->ps.forceHandExtend = HANDEXTEND_TAUNT;
			ent->client->ps.forceDodgeAnim = anim;
			ent->client->ps.forceHandExtendTime = level.time + Q3_INFINITE;
			StandardSetBodyAnim(ent, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
		}
	}
	else
	{
		StandardSetBodyAnim(ent, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
	}
	*/
}
Exemplo n.º 5
0
//G_MissileImpact now returns qfalse if and only if the player physically dodged the damage.
//this allows G_RunMissile to properly handle he
qboolean G_MissileImpact( gentity_t *ent, trace_t *trace ) {
//void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
//[/DodgeSys]
    gentity_t		*other;
    qboolean		isKnockedSaber = qfalse;
    //[DodgeSys]
    int missileDmg;
    //[/DodgeSys]

    other = &g_entities[trace->entityNum];

    // check for bounce
    //[WeaponSys]
    //allow thermals to bounce off players and such.
    if ( (!other->takedamage || ent->s.weapon == WP_THERMAL) &&
            //if ( !other->takedamage &&
            //[/WeaponSys]
            (ent->bounceCount > 0 || ent->bounceCount == -5) &&
            ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) {
        G_BounceMissile( ent, trace );
        G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
        //[DodgeSys]
        return qtrue;
        //return;
        //[/DodgeSys]
    }
    else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF))
    {   //this is a knocked-away saber
        if (ent->bounceCount > 0 || ent->bounceCount == -5)
        {
            G_BounceMissile( ent, trace );
            G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
            //[DodgeSys]
            return qtrue;
            //return;
            //[/DodgeSys]
        }

        isKnockedSaber = qtrue;
    }

    // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else
    if (/* (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) ||*/ ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) )
    {
        G_BounceMissile( ent, trace );

        if ( ent->bounceCount < 1 )
        {
            ent->flags &= ~FL_BOUNCE_SHRAPNEL;
        }
        //[DodgeSys]
        return qtrue;
        //return;
        //[/DodgeSys]
    }

    if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
    {   //hit this person's saber, so..
        gentity_t *otherOwner = &g_entities[other->r.ownerNum];

        if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress &&
                otherOwner->client->ps.duelIndex != ent->r.ownerNum)
        {
            goto killProj;
        }
    }
    else if (!isKnockedSaber)
    {
        if (other->takedamage && other->client && other->client->ps.duelInProgress &&
                other->client->ps.duelIndex != ent->r.ownerNum)
        {
            goto killProj;
        }
    }

    if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY)
    {
        if (ent->methodOfDeath != MOD_REPEATER_ALT &&
                ent->methodOfDeath != MOD_ROCKET &&
                ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
                ent->methodOfDeath != MOD_ROCKET_HOMING &&
                ent->methodOfDeath != MOD_THERMAL &&
                ent->methodOfDeath != MOD_THERMAL_SPLASH &&
                ent->methodOfDeath != MOD_TRIP_MINE_SPLASH &&
                ent->methodOfDeath != MOD_TIMED_MINE_SPLASH &&
                ent->methodOfDeath != MOD_DET_PACK_SPLASH &&
                ent->methodOfDeath != MOD_VEHICLE &&
                ent->methodOfDeath != MOD_CONC &&
                ent->methodOfDeath != MOD_CONC_ALT &&
                ent->methodOfDeath != MOD_SABER &&
                //[Asteroids]
                ent->methodOfDeath != MOD_TURBLAST &&
                ent->methodOfDeath != MOD_TARGET_LASER)
            //[/Asteroids]
        {
            vec3_t fwd;

            if (trace)
            {
                VectorCopy(trace->plane.normal, fwd);
            }
            else
            {   //oh well
                AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
            }

            G_DeflectMissile(other, ent, fwd);
            G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
            //[DodgeSys]
            return qtrue;
            //return;
            //[/DodgeSys]
        }
    }

    //ROP VEHICLE_IMP START
    if((other->s.NPC_class == CLASS_VEHICLE && other->m_pVehicle
            && !other->m_pVehicle->m_pVehicleInfo->AllWeaponsDoDamageToShields
            && other->client->ps.stats[STAT_ARMOR] > 0) || other->flags & FL_SHIELDED)
    {
        if (ent->s.weapon != WP_ROCKET_LAUNCHER &&
                ent->s.weapon != WP_THERMAL &&
                ent->s.weapon != WP_GRENADE &&
                ent->s.weapon != WP_DET_PACK &&
                ent->s.weapon != WP_DEMP2 &&
                ent->s.weapon != WP_EMPLACED_GUN &&
                ent->s.weapon != WP_TURRET &&
                ent->methodOfDeath != MOD_REPEATER_ALT &&
                ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
                ent->methodOfDeath != MOD_TURBLAST &&
                ent->methodOfDeath != MOD_VEHICLE &&
                ent->methodOfDeath != MOD_CONC &&
                ent->methodOfDeath != MOD_CONC_ALT &&
                !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) )
        {
            vec3_t fwd;

            if (other->client)
            {
                AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
            }
            else
            {
                AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
            }

            G_DeflectMissile(other, ent, fwd);
            G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
            //[DodgeSys]
            return qtrue;
            //return;
            //[/DodgeSys]
        }
    }
    //ROP VEHICLE_IMP END

    //[BoltBlockSys]
    if (OJP_SaberCanBlock(other, ent, qfalse, trace->endpos, -1, -1))
        //[/BoltBlockSys]
    {   //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked)
        //[BoltBlockSys]
        //racc - missile hit the actual player and it's a type of missile that you can deflect/ref with the saber.

        //racc - play projectile block animation
        other->client->ps.weaponTime = 0;
        WP_SaberBlockNonRandom(other, ent->r.currentOrigin, qtrue);

        OJP_HandleBoltBlock(ent, other, trace);
        //[DodgeSys]
        return qtrue;
        //return;
        //[/DodgeSys]
        //[/BoltBlockSys]
    }
    else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
    {   //hit this person's saber, so..
        gentity_t *otherOwner = &g_entities[other->r.ownerNum];

        if (otherOwner->takedamage && otherOwner->client &&
                ent->s.weapon != WP_TUSKEN_RIFLE &&
                ent->s.weapon != WP_ROCKET_LAUNCHER &&
                ent->s.weapon != WP_THERMAL &&
                ent->s.weapon != WP_GRENADE &&
                ent->s.weapon != WP_DET_PACK &&
                //[BoltBlockSys]
                //ent->s.weapon != WP_DEMP2 &&
                //[BoltBlockSys]
                ent->methodOfDeath != MOD_REPEATER_ALT &&
                ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
                ent->methodOfDeath != MOD_CONC &&
                ent->methodOfDeath != MOD_CONC_ALT /*&&
			otherOwner->client->ps.saberBlockTime < level.time*/)
        {   //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber

            //in this case, deflect it even if we can't actually block it because it hit our saber
            //WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0);
            if ((otherOwner->client && !BG_SaberInAttack(otherOwner->client->ps.saberMove))
                    || (otherOwner->client && (pm->cmd.buttons & BUTTON_FORCEPOWER || pm->cmd.buttons & BUTTON_FORCEGRIP
                                               || pm->cmd.buttons & BUTTON_FORCE_LIGHTNING) ))
            {   //racc - play projectile block animation even in .
                otherOwner->client->ps.weaponTime = 0;
                WP_SaberBlockNonRandom(otherOwner, ent->r.currentOrigin, qtrue);
            }

            //[BoltBlockSys]
            OJP_HandleBoltBlock(ent, otherOwner, trace);
            //[/BoltBlockSys]
            //[DodgeSys]
            return qtrue;
            //return;
            //[/DodgeSys]
        }
    }

    // check for sticking
    //[SaberThrowSys]
    if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK )
            && ent->s.weapon != WP_SABER)
        //if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) )
        //[/SaberThrowSys]
    {
        laserTrapStick( ent, trace->endpos, trace->plane.normal );
        G_AddEvent( ent, EV_MISSILE_STICK, 0 );
        //[DodgeSys]
        return qtrue;
        //return;
        //[/DodgeSys]
    }

    // impact damage
    if (other->takedamage && !isKnockedSaber) {
        //[DodgeSys]
        //make players be able to dodge projectiles.
        missileDmg = ent->damage;
        if(G_DoDodge(other, &g_entities[ent->r.ownerNum], trace->endpos, -1, &missileDmg, ent->methodOfDeath))
        {   //player dodged the damage, have missile continue moving.
            if(ent->s.weapon == WP_ROCKET_LAUNCHER)
                ent->genericValue1 = 0;
            return qfalse;
        }
        //[/DodgeSys]

        // FIXME: wrong damage direction?
        //[DodgeSys]
        if ( missileDmg ) {
            //if ( ent->damage ) {
            //[/DodgeSys]
            vec3_t	velocity;
            qboolean didDmg = qfalse;

            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            if ( VectorLength( velocity ) == 0 ) {
                velocity[2] = 1;	// stepped on a grenade
            }

            if (ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE ||
                    ent->s.weapon == WP_ROCKET_LAUNCHER)
            {
                if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING))
                {
                    ent->think(ent);
                }
                else
                {
                    G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
                              //[DodgeSys]
                              ent->r.currentOrigin, missileDmg,
                              //[/DodgeSys]
                              DAMAGE_HALF_ABSORB, ent->methodOfDeath);
                    didDmg = qtrue;
                }
            }
            else {
                gentity_t *owner = &g_entities[ent->r.ownerNum];
                float distance = VectorDistance(owner->r.currentOrigin,other->r.currentOrigin);

                if(distance <= 100.0f)
                {
                    G_Damage (other, ent, owner, velocity,
                              //[DodgeSys]
                              ent->r.currentOrigin, missileDmg * 2,
                              //[/DodgeSys]
                              0, ent->methodOfDeath);
                }
                else if (distance <= 300.0f)
                {
                    G_Damage (other, ent, owner, velocity,
                              //[DodgeSys]
                              ent->r.currentOrigin, missileDmg * 1.5,
                              //[/DodgeSys]
                              0, ent->methodOfDeath);
                }
                else
                {
                    G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
                              //[DodgeSys]
                              ent->r.currentOrigin, missileDmg,
                              //[/DodgeSys]
                              0, ent->methodOfDeath);
                }
                didDmg = qtrue;
            }


            if (didDmg && other && other->client)
            {   //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever.
                class_t	npc_class = other->client->NPC_class;

                // If we are a robot and we aren't currently doing the full body electricity...
                if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
                        npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
                        npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd
                        npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
                {
                    // special droid only behaviors
                    if ( other->client->ps.electrifyTime < level.time + 100 )
                    {
                        // ... do the effect for a split second for some more feedback
                        other->client->ps.electrifyTime = level.time + 450;
                    }
                    //FIXME: throw some sparks off droids,too
                }
            }
        }

        if ( ent->s.weapon == WP_DEMP2 )
        {   //a hit with demp2 decloaks people, disables ships
            if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE )
            {   //hit a vehicle
                if ( other->m_pVehicle //valid vehicle ent
                        && other->m_pVehicle->m_pVehicleInfo//valid stats
                        && (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders
                            ||(other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp("vehicle_proj", ent->classname ) == 0) )//only vehicle ion weapons affect a fighter in this manner
                        && !FighterIsLanded( other->m_pVehicle , &other->client->ps )//not landed
                        && !(other->spawnflags&2) )//and not suspended
                {   //vehicles hit by "ion cannons" lose control
                    if ( other->client->ps.electrifyTime > level.time )
                    {   //add onto it
                        //FIXME: extern the length of the "out of control" time?
                        other->client->ps.electrifyTime += Q_irand(200,500);
                        if ( other->client->ps.electrifyTime > level.time + 4000 )
                        {   //cap it
                            other->client->ps.electrifyTime = level.time + 4000;
                        }
                    }
                    else
                    {   //start it
                        //FIXME: extern the length of the "out of control" time?
                        other->client->ps.electrifyTime = level.time + Q_irand(200,500);
                    }
                }
            }
            else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] )
            {
                Jedi_Decloak( other );
                if ( ent->methodOfDeath == MOD_DEMP2_ALT )
                {   //direct hit with alt disables cloak forever
                    //permanently disable the saboteur's cloak
                    other->client->cloakToggleTime = Q3_INFINITE;
                }
                else
                {   //temp disable
                    other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 );
                }
            }
        }
    }
killProj:
    // is it cheaper in bandwidth to just remove this ent and create a new
    // one, rather than changing the missile into the explosion?

    if ( other->takedamage && other->client && !isKnockedSaber ) {
        G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
        ent->s.otherEntityNum = other->s.number;
    } else if( trace->surfaceFlags & SURF_METALSTEPS ) {
        G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
    } else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) {
        G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
    }

    if (!isKnockedSaber)
    {
        ent->freeAfterEvent = qtrue;

        // change over to a normal entity right at the point of impact
        ent->s.eType = ET_GENERAL;
    }

    SnapVectorTowards( trace->endpos, ent->s.pos.trBase );	// save net bandwidth

    G_SetOrigin( ent, trace->endpos );

    ent->takedamage = qfalse;
    // splash damage (doesn't apply to person directly hit)
    if ( ent->splashDamage ) {
        G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
                        other, ent, ent->splashMethodOfDeath );
    }

    if (ent->s.weapon == G2_MODEL_PART)
    {
        ent->freeAfterEvent = qfalse; //it will free itself
    }

    trap_LinkEntity( ent );

    //[DodgeSys]
    return qtrue;
    //[/DodgeSys]
}