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- #include "g_local.h"
- #include "m_player.h"
-
- void ClientUserinfoChanged (edict_t *ent, char *userinfo);
-
- void SP_misc_teleporter_dest (edict_t *ent);
-
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
- The normal starting point for a level.
- */
- void SP_info_player_start(void)
- {
- }
-
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for deathmatch games
- */
- void SP_info_player_deathmatch(edict_t *self)
- {
- if (!deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- SP_misc_teleporter_dest (self);
- }
-
- /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for coop games
- */
- void SP_info_player_coop(edict_t *self)
- {
- if ( 1) //!coop->value)
- {
- G_FreeEdict (self);
- return;
- }
- // SP_misc_teleporter_dest (self);
- }
-
-
- /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
- The deathmatch intermission point will be at one of these
- Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
- */
- void SP_info_player_intermission(void)
- {
- }
-
-
-
- int SexedSoundIndex (edict_t *ent, char *base)
- {
- char buffer[MAX_QPATH];
-
- Com_sprintf (buffer, sizeof(buffer), "%s/%s.wav", ent->client->pers.sounddir, base);
-
- return gi.soundindex(buffer);
- }
-
- //=======================================================================
-
-
- void player_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- // player pain is handled at the end of the frame in P_DamageFeedback
- }
-
-
- void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
- {
- if (attacker == self)
- {
- gi.bprintf (PRINT_MEDIUM,"%s killed self.\n", self->client->pers.netname);
- self->client->resp.score--;
- self->enemy = NULL;
- return;
- }
-
- self->enemy = attacker;
- if (attacker && attacker->client)
- {
- gi.bprintf (PRINT_MEDIUM,"%s was killed by %s\n", self->client->pers.netname, attacker->client->pers.netname);
- attacker->client->resp.score++;
- return;
- }
-
- gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
- self->client->resp.score--;
- }
-
- void TossClientWeapon (edict_t *self)
- {
- gitem_t *item;
- edict_t *drop;
-
- if (!deathmatch->value)
- return;
- item = self->client->pers.weapon;
- if (!item)
- return;
- if (! self->client->pers.inventory[self->client->ammo_index] )
- return;
- if (!strcmp (item->pickup_name, "Blaster"))
- return;
- drop = Drop_Item (self, item);
- // let them have some ammo with it
- drop->spawnflags = DROPPED_PLAYER_ITEM;
- }
-
- /*
- ==================
- LookAtKiller
- ==================
- */
- void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
- {
- vec3_t dir;
-
- if (attacker && attacker != world && attacker != self)
- {
- VectorSubtract (attacker->s.origin, self->s.origin, dir);
- }
- else if (inflictor && inflictor != world && inflictor != self)
- {
- VectorSubtract (inflictor->s.origin, self->s.origin, dir);
- }
- else
- {
- self->client->killer_yaw = self->s.angles[YAW];
- return;
- }
-
- self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
- }
-
- /*
- ==================
- player_die
- ==================
- */
- void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- char sound[MAX_QPATH];
- int n;
-
- VectorClear (self->avelocity);
-
- self->takedamage = DAMAGE_YES;
- self->movetype = MOVETYPE_TOSS;
-
- self->s.modelindex2 = 0; // remove linked weapon model
-
- self->s.angles[0] = 0;
- self->s.angles[2] = 0;
-
- self->s.sound = 0;
- self->client->weapon_sound = 0;
-
- self->maxs[2] = -8;
-
- self->solid = SOLID_NOT;
-
- if (!self->deadflag)
- {
- self->client->respawn_time = level.time + 1.0;
- LookAtKiller (self, inflictor, attacker);
- self->client->ps.pmove.pm_type = PM_DEAD;
- ClientObituary (self, inflictor, attacker);
- TossClientWeapon (self);
- if (deathmatch->value)
- Cmd_Help_f (self); // show scores
- memset (self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
- }
-
- if (self->health < -40)
- { // gib
- gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowClientHead (self, damage);
-
- self->takedamage = DAMAGE_NO;
- }
- else
- { // normal death
- if (!self->deadflag)
- {
- static int i;
-
- i = (i+1)%3;
- // start a death animation
- self->client->anim_priority = ANIM_DEATH;
- if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- self->s.frame = FRAME_crdeath1-1;
- self->client->anim_end = FRAME_crdeath5;
- }
- else switch (i)
- {
- case 0:
- self->s.frame = FRAME_death101-1;
- self->client->anim_end = FRAME_death106;
- break;
- case 1:
- self->s.frame = FRAME_death201-1;
- self->client->anim_end = FRAME_death206;
- break;
- case 2:
- self->s.frame = FRAME_death301-1;
- self->client->anim_end = FRAME_death308;
- break;
- }
- Com_sprintf(sound, sizeof(sound), "death%i", (rand()%4)+1);
- gi.sound (self, CHAN_VOICE, SexedSoundIndex(self,sound), 1, ATTN_NORM, 0);
- }
- }
-
- // FIXME once we have death frames
- // self->deadflag = DEAD_DYING;
- self->deadflag = DEAD_DEAD;
-
- gi.linkentity (self);
- }
-
- //=======================================================================
-
- /*
- ==============
- InitClientPersistant
-
- This is only called when the game first initializes in single player,
- but is called after each death and level change in deathmatch
- ==============
- */
- void InitClientPersistant (gclient_t *client)
- {
- gitem_t *item;
-
- memset (&client->pers, 0, sizeof(client->pers));
-
- item = FindItem("Blaster");
- client->pers.selected_item = ITEM_INDEX(item);
- client->pers.inventory[client->pers.selected_item] = 1;
-
- client->pers.weapon = item;
-
- client->pers.health = 100;
- client->pers.max_health = 100;
-
- client->pers.max_bullets = 200;
- client->pers.max_shells = 100;
- client->pers.max_rockets = 50;
- client->pers.max_grenades = 50;
- client->pers.max_cells = 200;
- client->pers.max_slugs = 50;
- }
-
-
- void InitClientResp (gclient_t *client)
- {
- memset (&client->resp, 0, sizeof(client->resp));
- client->resp.enterframe = level.framenum;
- }
-
- /*
- ==================
- SaveClientData
-
- Some information that should be persistant, like health,
- is still stored in the edict structure, so it needs to
- be mirrored out to the client structure before all the
- edicts are wiped.
- ==================
- */
- void SaveClientData (void)
- {
- int i;
- edict_t *ent;
-
- for (i=0 ; i<game.maxclients ; i++)
- {
- ent = &g_edicts[1+i];
- if (!ent->inuse)
- continue;
- game.clients[i].pers.health = ent->health;
- game.clients[i].pers.max_health = ent->max_health;
- }
- }
-
- void FetchClientEntData (edict_t *ent)
- {
- ent->health = ent->client->pers.health;
- ent->max_health = ent->client->pers.max_health;
- }
-
-
-
- /*
- =======================================================================
-
- SelectSpawnPoint
-
- =======================================================================
- */
-
- /*
- ================
- PlayersRangeFromSpot
-
- Returns the distance to the nearest player from the given spot
- ================
- */
- float PlayersRangeFromSpot (edict_t *spot)
- {
- edict_t *player;
- float bestplayerdistance;
- vec3_t v;
- int n;
- float playerdistance;
-
-
- bestplayerdistance = 9999999;
-
- for (n = 1; n <= maxclients->value; n++)
- {
- player = &g_edicts[n];
-
- if (!player->inuse)
- continue;
-
- if (player->health <= 0)
- continue;
-
- VectorSubtract (spot->s.origin, player->s.origin, v);
- playerdistance = VectorLength (v);
-
- if (playerdistance < bestplayerdistance)
- bestplayerdistance = playerdistance;
- }
-
- return bestplayerdistance;
- }
-
- /*
- ================
- SelectRandomDeathmatchSpawnPoint
-
- go to a random point, but NOT the two points closest
- to other players
- ================
- */
- edict_t *SelectRandomDeathmatchSpawnPoint (void)
- {
- edict_t *spot, *spot1, *spot2;
- int count = 0;
- int selection;
- float range, range1, range2;
-
- spot = NULL;
- range1 = range2 = 99999;
- spot1 = spot2 = NULL;
-
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
- {
- count++;
- range = PlayersRangeFromSpot(spot);
- if (range < range1)
- {
- range1 = range;
- spot1 = spot;
- }
- else if (range < range2)
- {
- range2 = range;
- spot2 = spot;
- }
- }
-
- if (!count)
- return NULL;
-
- if (count <= 2)
- {
- spot1 = spot2 = NULL;
- }
- else
- count -= 2;
-
- selection = rand() % count;
-
- spot = NULL;
- do
- {
- spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
- if (spot == spot1 || spot == spot2)
- selection++;
- } while(selection--);
-
- return spot;
- }
-
- /*
- ================
- SelectFarthestDeathmatchSpawnPoint
-
- ================
- */
- edict_t *SelectFarthestDeathmatchSpawnPoint (void)
- {
- edict_t *bestspot;
- float bestdistance, bestplayerdistance;
- edict_t *spot;
-
-
- spot = NULL;
- bestspot = NULL;
- bestdistance = 0;
- while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
- {
- bestplayerdistance = PlayersRangeFromSpot (spot);
-
- if (bestplayerdistance > bestdistance)
- {
- bestspot = spot;
- bestdistance = bestplayerdistance;
- }
- }
-
- if (bestspot)
- {
- return bestspot;
- }
-
- // if there is a player just spawned on each and every start spot
- // we have no choice to turn one into a telefrag meltdown
- spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
-
- return spot;
- }
-
- edict_t *SelectDeathmatchSpawnPoint (void)
- {
- if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
- return SelectFarthestDeathmatchSpawnPoint ();
- else
- return SelectRandomDeathmatchSpawnPoint ();
- }
-
-
- edict_t *SelectCoopSpawnPoint (void)
- {
- edict_t *spot = NULL;
-
- while ((spot = G_Find (spot, FOFS(classname), "info_player_coop")) != NULL)
- {
- if (!game.spawnpoint[0] && !spot->targetname)
- break;
-
- if (!game.spawnpoint[0] || !spot->targetname)
- continue;
-
- if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
- break;
- }
- return spot;
- }
-
-
- /*
- ===========
- SelectSpawnPoint
-
- Chooses a player start, deathmatch start, coop start, etc
- ============
- */
- void SelectSpawnPoint (vec3_t origin, vec3_t angles)
- {
- edict_t *spot = NULL;
-
- if (deathmatch->value)
- spot = SelectDeathmatchSpawnPoint ();
- #if 0
- else if (coop->value)
- spot = SelectCoopSpawnPoint ();
- #endif
-
- // find a single player start spot
- if (!spot)
- {
- while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
- {
- if (!game.spawnpoint[0] && !spot->targetname)
- break;
-
- if (!game.spawnpoint[0] || !spot->targetname)
- continue;
-
- if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
- break;
- }
-
- if (!spot)
- {
- if (!game.spawnpoint[0])
- { // there wasn't a spawnpoint without a target, so use any
- spot = G_Find (spot, FOFS(classname), "info_player_start");
- }
- if (!spot)
- gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
- }
- }
-
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
- }
-
- //======================================================================
-
-
- void InitBodyQue (void)
- {
- int i;
- edict_t *ent, *head;
-
- head = G_Spawn();
- head->chain = head;
- level.body_que = head;
-
- for (i=0 ; i<7 ; i++)
- {
- ent = G_Spawn();
- ent->chain = head->chain;
- head->chain = ent;
- }
- }
-
- void CopyToBodyQue (edict_t *ent)
- {
- edict_t *body;
-
- // grab a body que and cycle to the next one
- body = level.body_que;
- level.body_que = body->chain;
-
- // FIXME: send an effect on the removed body
-
- gi.unlinkentity (ent);
-
- gi.unlinkentity (body);
- body->s = ent->s;
- body->s.number = body - g_edicts;
-
- // FIXME: make fall to ground?
- gi.linkentity (body);
- }
-
-
- void respawn (edict_t *self)
- {
- if (deathmatch->value /*|| coop->value */)
- {
- // FIXME: make bodyque objects obey gravity
- CopyToBodyQue (self);
- PutClientInServer (self);
-
- // add a teleportation effect
- self->s.event = EV_PLAYER_TELEPORT;
-
- // hold in place briefly
- self->client->ps.pmove.teleport_time = 50;
- return;
- }
-
- // restart the entire server
- gi.AddCommandString ("menu_loadgame\n");
- }
-
- //==============================================================
-
-
- /*
- ===========
- PutClientInServer
-
- Called when a player connects to a server or respawns in
- a deathmatch.
- ============
- */
- void PutClientInServer (edict_t *ent)
- {
- vec3_t mins = {-16, -16, -24};
- vec3_t maxs = {16, 16, 32};
- int index;
- vec3_t spawn_origin, spawn_angles;
- gclient_t *client;
- int i;
- client_persistant_t saved;
- client_respawn_t resp;
-
- // find a spawn point
- // do it before setting health back up, so farthest
- // ranging doesn't count this client
- SelectSpawnPoint (spawn_origin, spawn_angles);
-
- index = ent-g_edicts-1;
- client = ent->client;
-
- // deathmatch wipes most client data every spawn
- if (deathmatch->value)
- {
- char userinfo[MAX_INFO_STRING];
-
- resp = ent->client->resp;
- memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
- InitClientPersistant (client);
- ClientUserinfoChanged (ent, userinfo);
- }
- else
- memset (&resp, 0, sizeof(resp));
-
- // clear everything but the persistant data
- saved = client->pers;
- memset (client, 0, sizeof(*client));
- client->pers = saved;
- client->resp = resp;
-
- // copy some data from the client to the entity
- FetchClientEntData (ent);
-
- // clear entity values
- ent->groundentity = NULL;
- ent->client = &game.clients[index];
- ent->takedamage = DAMAGE_AIM;
- ent->movetype = MOVETYPE_WALK;
- ent->viewheight = 22;
- ent->inuse = true;
- ent->classname = "player";
- ent->mass = 200;
- ent->solid = SOLID_BBOX;
- ent->deadflag = DEAD_NO;
- ent->air_finished = level.time + 12;
- ent->clipmask = MASK_PLAYERSOLID;
- ent->model = "players/male/tris.md2";
- ent->pain = player_pain;
- ent->die = player_die;
- ent->waterlevel = 0;
- ent->watertype = 0;
- ent->flags &= ~FL_NO_KNOCKBACK;
-
- VectorCopy (mins, ent->mins);
- VectorCopy (maxs, ent->maxs);
- VectorClear (ent->velocity);
-
- // clear playerstate values
- memset (&ent->client->ps, 0, sizeof(client->ps));
-
- client->ps.pmove.origin[0] = spawn_origin[0]*8;
- client->ps.pmove.origin[1] = spawn_origin[1]*8;
- client->ps.pmove.origin[2] = spawn_origin[2]*8;
-
- client->ps.fov = 90;
- client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
-
- // clear entity state values
- ent->s.effects = 0;
- ent->s.skinnum = ent - g_edicts - 1;
- ent->s.modelindex = 255; // will use the skin specified model
- ent->s.modelindex2 = 255; // custom gun model
- ent->s.frame = 0;
- VectorCopy (spawn_origin, ent->s.origin);
- ent->s.origin[2] += 1; // make sure off ground
-
- // set the delta angle
- for (i=0 ; i<3 ; i++)
- client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
-
- ent->s.angles[PITCH] = 0;
- ent->s.angles[YAW] = spawn_angles[YAW];
- ent->s.angles[ROLL] = 0;
- VectorCopy (ent->s.angles, client->ps.viewangles);
- VectorCopy (ent->s.angles, client->v_angle);
-
- if (!KillBox (ent))
- { // could't spawn in?
- }
-
- gi.linkentity (ent);
-
- // force the current weapon up
- client->newweapon = client->pers.weapon;
- ChangeWeapon (ent);
- }
-
- /*
- =====================
- ClientBeginDeathmatch
-
- A client has just connected to the server in
- deathmatch mode, so clear everything out before starting them.
- =====================
- */
- void ClientBeginDeathmatch (edict_t *ent)
- {
- G_InitEdict (ent);
-
- InitClientResp (ent->client);
-
- // locate ent at a spawn point
- PutClientInServer (ent);
-
- // send effect
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGIN);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
-
- gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
-
- // make sure all view stuff is valid
- ClientEndServerFrame (ent);
- }
-
-
- /*
- ===========
- ClientBegin
-
- called when a client has finished connecting, and is ready
- to be placed into the game. This will happen every level load.
- ============
- */
- void ClientBegin (edict_t *ent, qboolean loadgame)
- {
- int i;
-
- if (deathmatch->value)
- {
- ClientBeginDeathmatch (ent);
- return;
- }
-
- if (loadgame && ent->classname && !strcmp(ent->classname, "player") )
- {
- // a loadgame will just use the entity exactly as it is
- // if more clients connect than were saved, they will be
- // spawned as normal
- ent->inuse = true;
-
- // the client has cleared the client side viewangles upon
- // connecting to the server, which is different than the
- // state when the game is saved, so we need to compensate
- // with deltaangles
- for (i=0 ; i<3 ; i++)
- ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
- }
- else
- {
- // a spawn point will completely reinitialize the entity
- G_InitEdict (ent);
- InitClientResp (ent->client);
- PutClientInServer (ent);
- }
-
- if (level.intermissiontime)
- {
- MoveClientToIntermission (ent);
- }
- else
- {
- // send effect if in a multiplayer game
- if (game.maxclients > 1)
- {
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGIN);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
-
- gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
- }
- }
-
- // make sure all view stuff is valid
- ClientEndServerFrame (ent);
- }
-
- /*
- ===========
- ClientUserInfoChanged
-
- called whenever the player updates a userinfo variable.
-
- The game can override any of the settings in place
- (forcing skins or names, etc) before copying it off.
- ============
- */
- void ClientUserinfoChanged (edict_t *ent, char *userinfo)
- {
- char *s;
- int playernum;
-
- // set name
- s = Info_ValueForKey (userinfo, "name");
- strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
-
- // set skin
- s = Info_ValueForKey (userinfo, "skin");
-
- // decide sound directory
- if (s[0] == 'f' || s[0] == 'F')
- strcpy (ent->client->pers.sounddir, "player/female");
- else
- strcpy (ent->client->pers.sounddir, "player/male");
-
- playernum = ent-g_edicts-1;
-
- // combine name and skin into a configstring
- gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
-
- // handedness
- s = Info_ValueForKey (userinfo, "hand");
- if (strlen(s))
- {
- ent->client->pers.hand = atoi(s);
- }
-
- // save off the userinfo in case we want to check something later
- strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
- }
-
-
- /*
- ===========
- ClientConnect
-
- Called when a player begins connecting to the server.
- The game can refuse entrance to a client by returning false.
- If the client is allowed, the connection process will continue
- and eventually get to ClientBegin()
- Changing levels will NOT cause this to be called again.
- ============
- */
- qboolean ClientConnect (edict_t *ent, char *userinfo, qboolean loadgame)
- {
- if (!loadgame)
- {
- // clear the respawning variables
- InitClientResp (ent->client);
- InitClientPersistant (ent->client);
- }
-
- ClientUserinfoChanged (ent, userinfo);
-
- if (game.maxclients > 1)
- gi.dprintf ("%s connected\n", ent->client->pers.netname);
-
- level.players++;
- return true;
- }
-
- /*
- ===========
- ClientDisconnect
-
- called when a player drops from the server
-
- ============
- */
- void ClientDisconnect (edict_t *ent)
- {
- int playernum;
-
- if (!ent->client)
- return;
-
- gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
-
- // send effect
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_LOGOUT);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
-
- ent->s.modelindex = 0;
- ent->solid = SOLID_NOT;
- gi.linkentity (ent);
-
- ent->inuse = false;
-
- level.players--;
-
- playernum = ent-g_edicts-1;
- gi.configstring (CS_PLAYERSKINS+playernum, "");
- }
-
-
- //==============================================================
-
-
- void respawn (edict_t *self);
-
- edict_t *pm_passent;
-
- // pmove doesn't need to know about passent and contentmask
- trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
- {
- if (pm_passent->health > 0)
- return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
- else
- return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
- }
-
- unsigned CheckBlock (void *b, int c)
- {
- int v,i;
- v = 0;
- for (i=0 ; i<c ; i++)
- v+= ((byte *)b)[i];
- return v;
- }
- void PrintPmove (pmove_t *pm)
- {
- unsigned c1, c2;
-
- c1 = CheckBlock (&pm->s, sizeof(pm->s));
- c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
- Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
- }
-
- /*
- ==============
- ClientThink
-
- This will be called once for each client frame, which will
- usually be a couple times for each server frame.
- ==============
- */
- void ClientThink (edict_t *ent, usercmd_t *ucmd)
- {
- gclient_t *client;
- edict_t *other;
- int i, j;
- pmove_t pm;
-
- level.current_entity = ent;
- client = ent->client;
-
- if (level.intermissiontime)
- {
- client->ps.pmove.pm_type = PM_FREEZE;
- // can exit intermission after five seconds
- if (level.time > level.intermissiontime + 5.0
- && (ucmd->buttons & BUTTON_ANY) )
- level.exitintermission = true;
- return;
- }
-
- pm_passent = ent;
-
- // set up for pmove
- memset (&pm, 0, sizeof(pm));
-
- if (ent->movetype == MOVETYPE_NOCLIP)
- client->ps.pmove.pm_type = PM_SPECTATOR;
- else if (ent->s.modelindex != 255)
- client->ps.pmove.pm_type = PM_GIB;
- else if (ent->deadflag)
- client->ps.pmove.pm_type = PM_DEAD;
- else
- client->ps.pmove.pm_type = PM_NORMAL;
-
- client->ps.pmove.gravity = sv_gravity->value;
- pm.s = client->ps.pmove;
-
- for (i=0 ; i<3 ; i++)
- {
- pm.s.origin[i] = ent->s.origin[i]*8;
- pm.s.velocity[i] = ent->velocity[i]*8;
- }
-
- if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
- {
- pm.snapinitial = true;
- // gi.dprintf ("pmove changed!\n");
- }
-
- pm.cmd = *ucmd;
-
- pm.trace = PM_trace; // adds default parms
- pm.pointcontents = gi.pointcontents;
-
- // perform a pmove
- gi.Pmove (&pm);
-
- // save results of pmove
- client->ps.pmove = pm.s;
- client->old_pmove = pm.s;
-
- for (i=0 ; i<3 ; i++)
- {
- ent->s.origin[i] = pm.s.origin[i]*0.125;
- ent->velocity[i] = pm.s.velocity[i]*0.125;
- }
-
- VectorCopy (pm.mins, ent->mins);
- VectorCopy (pm.maxs, ent->maxs);
-
- client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
- client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
- client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
-
- if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
- {
- gi.sound(ent, CHAN_VOICE, SexedSoundIndex(ent, "jump1"), 1, ATTN_NORM, 0);
- PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
- }
-
- ent->viewheight = pm.viewheight;
- ent->waterlevel = pm.waterlevel;
- ent->watertype = pm.watertype;
- ent->groundentity = pm.groundentity;
- if (pm.groundentity)
- ent->groundentity_linkcount = pm.groundentity->linkcount;
-
- if (ent->deadflag)
- {
- client->ps.viewangles[ROLL] = 40;
- client->ps.viewangles[PITCH] = -15;
- client->ps.viewangles[YAW] = client->killer_yaw;
- }
- else
- {
- VectorCopy (pm.viewangles, client->v_angle);
- VectorCopy (pm.viewangles, client->ps.viewangles);
- }
-
-
- gi.linkentity (ent);
-
- if (ent->movetype != MOVETYPE_NOCLIP)
- G_TouchTriggers (ent);
-
- // touch other objects
- for (i=0 ; i<pm.numtouch ; i++)
- {
- other = pm.touchents[i];
- for (j=0 ; j<i ; j++)
- if (pm.touchents[j] == other)
- break;
- if (j != i)
- continue; // duplicated
- if (!other->touch)
- continue;
- other->touch (other, ent, NULL, NULL);
- }
-
-
- client->oldbuttons = client->buttons;
- client->buttons = ucmd->buttons;
- client->latched_buttons |= client->buttons & ~client->oldbuttons;
-
- // save light level the player is standing on for
- // monster sighting AI
- ent->light_level = ucmd->lightlevel;
-
- // fire weapon from final position if needed
- if (client->latched_buttons & BUTTON_ATTACK)
- {
- if (!client->weapon_thunk)
- {
- client->weapon_thunk = true;
- Think_Weapon (ent);
- }
- }
-
-
- }
-
-
- /*
- ==============
- ClientBeginServerFrame
-
- This will be called once for each server frame, before running
- any other entities in the world.
- ==============
- */
- void ClientBeginServerFrame (edict_t *ent)
- {
- gclient_t *client;
-
- if (level.intermissiontime)
- return;
-
- client = ent->client;
-
- // run weapon animations if it hasn't been done by a ucmd_t
- if (!client->weapon_thunk)
- Think_Weapon (ent);
- else
- client->weapon_thunk = false;
-
- if (ent->deadflag)
- {
- // wait for any button just going down
- if ( level.time > client->respawn_time)
- {
- if (client->latched_buttons ||
- (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
- {
- respawn(ent);
- client->latched_buttons = 0;
- }
- }
- return;
- }
-
- // add player trail so monsters can follow
- if (!deathmatch->value)
- if (!visible (ent, PlayerTrail_LastSpot() ) )
- PlayerTrail_Add (ent->s.old_origin);
-
- client->latched_buttons = 0;
- }
-