示例#1
0
/*
===============
buildFire
===============
*/
void buildFire( gentity_t *ent, dynMenu_t menu )
{
	//TODO find a solution to move dependency of ent->s.number and &ent->eventTime outside this function
	playerState_t *ps=&ent->client->ps;
	buildable_t buildable = ( ps->stats[ STAT_BUILDABLE ]
	                          & ~SB_VALID_TOGGLEBIT );

	if ( buildable > BA_NONE )
	{
		if ( ps->stats[ STAT_MISC ] > 0 )
		{
			G_AddPlayerEvent( ps, EV_BUILD_DELAY, ps->clientNum, ent->s.number, &ent->eventTime );
			return;
		}

		if ( G_BuildIfValid( ent, buildable ) )
		{
			if ( !g_cheats.integer )
			{
				ps->stats[ STAT_MISC ] +=
				  BG_Buildable( buildable )->buildTime;
			}

			ps->stats[ STAT_BUILDABLE ] = BA_NONE;
		}

		return;
	}

	G_TriggerMenu( ps->clientNum, menu );
}
示例#2
0
/*
===============
buildFire
===============
*/
void buildFire( gentity_t *ent, dynMenu_t menu )
{
  buildable_t buildable = ( ent->client->ps.stats[ STAT_BUILDABLE ]
                            & ~SB_VALID_TOGGLEBIT );

  if( buildable > BA_NONE )
  {
    if( ent->client->ps.stats[ STAT_BUILD_TIMER ] > 0 )
    {
      G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
      return;
    }

    if( G_BuildIfValid( ent, buildable ) )
    {
      if( !g_cheats.integer )
      {
        ent->client->ps.stats[ STAT_BUILD_TIMER ] +=
          BG_Buildable( buildable )->buildTime;
      }

      ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
    }

    return;
  }

  G_TriggerMenu( ent->client->ps.clientNum, menu );
}
示例#3
0
static void FireBuild( gentity_t *self, dynMenu_t menu )
{
	buildable_t buildable;

	if ( !self->client )
	{
		return;
	}

	buildable = (buildable_t) ( self->client->ps.stats[ STAT_BUILDABLE ] & SB_BUILDABLE_MASK );

	// open build menu
	if ( buildable <= BA_NONE )
	{
		G_TriggerMenu( self->client->ps.clientNum, menu );
		return;
	}

	// can't build just yet
	if ( self->client->ps.stats[ STAT_MISC ] > 0 )
	{
		G_AddEvent( self, EV_BUILD_DELAY, self->client->ps.clientNum );
		return;
	}

	// build
	if ( G_BuildIfValid( self, buildable ) )
	{
		if ( !g_cheats.integer )
		{
			int buildTime = BG_Buildable( buildable )->buildTime;

			switch ( self->client->ps.persistant[ PERS_TEAM ] )
			{
				case TEAM_ALIENS:
					buildTime *= ALIEN_BUILDDELAY_MOD;
					break;

				case TEAM_HUMANS:
					buildTime *= HUMAN_BUILDDELAY_MOD;
					break;

				default:
					break;
			}

			self->client->ps.stats[ STAT_MISC ] += buildTime;
		}

		self->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
	}
}
/*
===============
buildFire
===============
*/
void buildFire( gentity_t *ent, dynMenu_t menu )
{
  if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
  {
    if( ent->client->ps.stats[ STAT_MISC ] > 0 )
    {
      G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
      return;
    }

    if( G_BuildIfValid( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) )
    {
      if( g_cheats.integer )
      {
        ent->client->ps.stats[ STAT_MISC ] = 0;
      }
      else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_IsOvermindBuilt( ) )
      {
        ent->client->ps.stats[ STAT_MISC ] +=
          BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
      }
      else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_IsPowered( muzzle ) &&
          ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) != BA_H_REPEATER ) //hack
      {
        ent->client->ps.stats[ STAT_MISC ] +=
          BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
      }
      else
        ent->client->ps.stats[ STAT_MISC ] +=
          BG_FindBuildDelayForWeapon( ent->s.weapon );

      ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;

      // don't want it bigger than 32k
      if( ent->client->ps.stats[ STAT_MISC ] > 30000 )
        ent->client->ps.stats[ STAT_MISC ] = 30000;
    }
    return;
  }

  G_TriggerMenu( ent->client->ps.clientNum, menu );
}
示例#5
0
/*
===========
ClientBegin

Called when a client has finished connecting, and is ready
to be placed into the level. This will happen on every
level load and level restart, but doesn't happen on respawns.
============
*/
void ClientBegin( int clientNum )
{
	gentity_t       *ent;
	gclient_t       *client;
	int             flags;
	char            startMsg[ MAX_STRING_CHARS ];

	ent    = g_entities + clientNum;
	client = level.clients + clientNum;

	// ignore if client already entered the game
	if ( client->pers.connected != CON_CONNECTING )
	{
		return;
	}

	if ( ent->r.linked )
	{
		trap_UnlinkEntity( ent );
	}

	G_InitGentity( ent );

	// Create a basic client entity, will be replaced by a more specific one later.
	ent->entity = new ClientEntity({ent, client});

	ent->touch = 0;
	ent->pain = 0;
	ent->client = client;

	client->pers.connected = CON_CONNECTED;
	client->pers.enterTime = level.time;

	ClientAdminChallenge( clientNum );

	// save eflags around this, because changing teams will
	// cause this to happen with a valid entity, and we
	// want to make sure the teleport bit is set right
	// so the viewpoint doesn't interpolate through the
	// world to the new position
	flags = client->ps.eFlags;
	memset( &client->ps, 0, sizeof( client->ps ) );
	memset( &client->pmext, 0, sizeof( client->pmext ) );
	client->ps.eFlags = flags;

	// locate ent at a spawn point
	ClientSpawn( ent, nullptr, nullptr, nullptr );

	trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 entered the game") ), Quote( client->pers.netname ) ) );

	trap_Cvar_VariableStringBuffer( "g_mapStartupMessage", startMsg, sizeof( startMsg ) );

	if ( *startMsg )
	{
		trap_SendServerCommand( ent - g_entities, va( "cpd %d %s", g_mapStartupMessageDelay.integer, Quote( startMsg ) ) );
	}

	G_namelog_restore( client );

	G_LogPrintf( "ClientBegin: %i", clientNum );

	// count current clients and rank for scoreboard
	CalculateRanks();

	// display the help menu, if connecting the first time
	if ( !client->sess.seenWelcome )
	{
		client->sess.seenWelcome = 1;

		// 0 - don't show
		// 1 - always show to all
		// 2 - show only to unregistered
		switch ( g_showHelpOnConnection.integer )
		{
		case 0:
			if (0)
		default:
			if ( !client->pers.admin )
		case 1:
			G_TriggerMenu( client->ps.clientNum, MN_WELCOME );
		}
	}
}
示例#6
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;
  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;
  }

  G_UpdatePTRConnection( client );

  // check for inactivity timer, but never drop the local client of a non-dedicated server
  if( !ClientInactivityTimer( client ) )
    return;

  if( client->noclip )
    client->ps.pm_type = PM_NOCLIP;
  else if( client->ps.stats[ STAT_HEALTH ] <= 0 )
    client->ps.pm_type = PM_DEAD;
  else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING ||
           client->ps.stats[ STAT_STATE ] & SS_HOVELING )
    client->ps.pm_type = PM_FREEZE;
  else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ||
           client->ps.stats[ STAT_STATE ] & SS_GRABBED )
    client->ps.pm_type = PM_GRABBED;
  else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
    client->ps.pm_type = PM_JETPACK;
  else
    client->ps.pm_type = PM_NORMAL;

  if( client->ps.stats[ STAT_STATE ] & SS_GRABBED &&
      client->grabExpiryTime < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED;

  if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED &&
      client->lastLockTime + 5000 < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED;

  if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED &&
      client->lastLockTime + ABUILDER_BLOB_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED;

  client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime;

  if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED &&
      client->lastBoostedTime + BOOST_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED;

  if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
      client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED;

  if( client->ps.stats[ STAT_STATE ] & SS_POISONED &&
      client->lastPoisonTime + ALIEN_POISON_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;

  client->ps.gravity = g_gravity.value;

  if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) )
  {
    //if currently using a medkit or have no need for a medkit now
    if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ||
        ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] &&
          !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) )
    {
      BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
    }
    else if( client->ps.stats[ STAT_HEALTH ] > 0 )
    {
      //remove anti toxin
      BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
      BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats );

      client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
      client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME;

      client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE;
      client->lastMedKitTime = level.time;
      client->medKitHealthToRestore =
        client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ];
      client->medKitIncrementTime = level.time +
        ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED );

      G_AddEvent( ent, EV_MEDKIT_USED, 0 );
    }
  }

  if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) )
  {
    int lastWeapon = ent->s.weapon;

    //remove grenade
    BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats );
    BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats );

    //M-M-M-M-MONSTER HACK
    ent->s.weapon = WP_GRENADE;
    FireWeapon( ent );
    ent->s.weapon = lastWeapon;
  }

  // set speed
  client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );

  if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;

  //randomly disable the jet pack if damaged
  if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
  {
    if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time )
    {
      if( random( ) > JETPACK_DISABLE_CHANCE )
        client->ps.pm_type = PM_NORMAL;
    }

    //switch jetpack off if no reactor
    if( !level.reactorPresent )
      BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
  }

  // set up for pmove
  oldEventSequence = client->ps.eventSequence;

  memset( &pm, 0, sizeof( pm ) );

  if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load
  {
    switch( client->ps.weapon )
    {
      case WP_ALEVEL0:
        if( client->ps.weaponTime <= 0 )
          pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent );
        break;

      case WP_ALEVEL1:
      case WP_ALEVEL1_UPG:
        CheckGrabAttack( ent );
        break;

      case WP_ALEVEL3:
      case WP_ALEVEL3_UPG:
        if( client->ps.weaponTime <= 0 )
          pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent );
        break;

      default:
        break;
    }
  }

  if( ent->flags & FL_FORCE_GESTURE )
  {
    ent->flags &= ~FL_FORCE_GESTURE;
    ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
  }

  pm.ps = &client->ps;
  pm.cmd = *ucmd;

  if( pm.ps->pm_type == PM_DEAD )
    pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY;

  if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING ||
      pm.ps->stats[ STAT_STATE ] & SS_HOVELING )
    pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
  else
    pm.tracemask = MASK_PLAYERSOLID;

  pm.trace = trap_Trace;
  pm.pointcontents = trap_PointContents;
  pm.debugLevel = g_debugMove.integer;
  pm.noFootsteps = (qboolean)0;

  pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
  pm.pmove_msec = pmove_msec.integer;

  VectorCopy( client->ps.origin, client->oldOrigin );

  // moved from after Pmove -- potentially the cause of
  // future triggering bugs
  if( !ent->client->noclip )
    G_TouchTriggers( ent );

  Pmove( &pm );

  // 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
  if( !( ent->client->ps.eFlags & EF_FIRING2 ) )
    client->fire2Held = qfalse;

  // 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 );

  // link entity now, after any personal teleporters have been used
  trap_LinkEntity( ent );

  // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
  VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
  VectorCopy( ent->client->ps.origin, ent->s.origin );

  // 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;

  if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) &&
       client->ps.stats[ STAT_HEALTH ] > 0 )
  {
    trace_t   trace;
    vec3_t    view, point;
    gentity_t *traceEnt;

    if( client->ps.stats[ STAT_STATE ] & SS_HOVELING )
    {
      gentity_t *hovel = client->hovel;

      //only let the player out if there is room
      if( !AHovel_Blocked( hovel, ent, qtrue ) )
      {
        //prevent lerping
        client->ps.eFlags ^= EF_TELEPORT_BIT;
        client->ps.eFlags &= ~EF_NODRAW;

        //client leaves hovel
        client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING;

        //hovel is empty
        G_setBuildableAnim( hovel, BANIM_ATTACK2, qfalse );
        hovel->active = qfalse;
      }
      else
      {
        //exit is blocked
        G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED );
      }
    }
    else
    {
#define USE_OBJECT_RANGE 64

      int       entityList[ MAX_GENTITIES ];
      vec3_t    range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE };
      vec3_t    mins, maxs;
      int       i, num;

      //TA: look for object infront of player
      AngleVectors( client->ps.viewangles, view, NULL, NULL );
      VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point );
      trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT );

      traceEnt = &g_entities[ trace.entityNum ];

      if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
        traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
      else
      {
        //no entity in front of player - do a small area search

        VectorAdd( client->ps.origin, range, maxs );
        VectorSubtract( client->ps.origin, range, mins );

        num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
        for( i = 0; i < num; i++ )
        {
          traceEnt = &g_entities[ entityList[ i ] ];

          if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
          {
            traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
            break;
          }
        }

        if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
        {
          if( BG_UpgradeClassAvailable( &client->ps ) )
          {
            //no nearby objects and alien - show class menu
            G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST );
          }
          else
          {
            //flash frags
            G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 );
          }
        }
      }
    }
  }

  // check for respawning
  if( client->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    // wait for the attack button to be pressed
    if( level.time > client->respawnTime )
    {
      // forcerespawn is to prevent users from waiting out powerups
      if( g_forcerespawn.integer > 0 &&
        ( level.time - client->respawnTime ) > 0 )
      {
        respawn( ent );
        return;
      }

      // pressing attack or use is the normal respawn method
      if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) )
      {
        respawn( ent );
      }
    }
    return;
  }

  if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu )
  {
    G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY );

    client->retriggerArmouryMenu = 0;
  }

  // Give clients some credit periodically
  if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time )
  {
    if( g_suddenDeathTime.integer &&
        ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) )
    {
      //gotta love logic like this eh?
    }
    else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue );
    else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
      G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue );

    ent->client->lastKillTime = level.time;
  }

  // perform once-a-second actions
  ClientTimerActions( ent, msec );
  
  if( ent->suicideTime > 0 && ent->suicideTime < level.time )
  {
    ent->flags &= ~FL_GODMODE;
    ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
    player_die( ent, ent, ent, 100000, MOD_SUICIDE );

    ent->suicideTime = 0;
  }
}
示例#7
0
/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
{
  pmove_t pm;
  gclient_t *client;

  client = ent->client;

  client->oldbuttons = client->buttons;
  client->buttons = ucmd->buttons;

  if( client->sess.spectatorState != SPECTATOR_FOLLOW )
  {
    if( client->sess.spectatorState == SPECTATOR_LOCKED )
      client->ps.pm_type = PM_FREEZE;
    else
      client->ps.pm_type = PM_SPECTATOR;

    client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );

    client->ps.stats[ STAT_STAMINA ] = 0;
    client->ps.stats[ STAT_MISC ] = 0;
    client->ps.stats[ STAT_BUILDABLE ] = 0;
    client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
    client->ps.weapon = WP_NONE;

    // set up for pmove
    memset( &pm, 0, sizeof( pm ) );
    pm.ps = &client->ps;
    pm.cmd = *ucmd;
    pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
    pm.trace = trap_Trace;
    pm.pointcontents = trap_PointContents;

    // perform a pmove
    Pmove( &pm );

    // save results of pmove
    VectorCopy( client->ps.origin, ent->s.origin );

    G_TouchTriggers( ent );
    trap_UnlinkEntity( ent );

    if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
    {
      //if waiting in a queue remove from the queue
      if( client->ps.pm_flags & PMF_QUEUED )
      {
        if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
          G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
        else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
          G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );

        client->pers.classSelection = PCL_NONE;
        client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
      }
      else if( client->pers.classSelection == PCL_NONE )
      {
        if( client->pers.teamSelection == PTE_NONE )
          G_TriggerMenu( client->ps.clientNum, MN_TEAM );
        else if( client->pers.teamSelection == PTE_ALIENS )
          G_TriggerMenu( client->ps.clientNum, MN_A_CLASS );
        else if( client->pers.teamSelection == PTE_HUMANS )
          G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN );
      }
    }

    //set the queue position for the client side
    if( client->ps.pm_flags & PMF_QUEUED )
    {
      if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      {
        client->ps.persistant[ PERS_QUEUEPOS ] =
          G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
      }
      else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
      {
        client->ps.persistant[ PERS_QUEUEPOS ] =
          G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
      }
    }
  }

  if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) )
    Cmd_Follow_f( ent, qtrue );
}