示例#1
0
void
Cmd_Help_f(edict_t *ent)
{
	if (!ent)
	{
		return;
	}

	/* this is for backwards compatibility */
	if (deathmatch->value)
	{
		Cmd_Score_f(ent);
		return;
	}

	ent->client->showinventory = false;
	ent->client->showscores = false;

	if (ent->client->showhelp)
	{
		ent->client->showhelp = false;
		return;
	}

	ent->client->showhelp = true;
	ent->client->pers.helpchanged = 0;
	HelpComputerMessage(ent);
	gi.unicast(ent, true);
}
示例#2
0
文件: view.c 项目: phine4s/xatrix
/*
 * 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);
	}
}