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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- #include "g_local.h"
- #include "m_player.h"
- static edict_t *current_player;
- static gclient_t *current_client;
- static vec3_t forward, right, up;
- float xyspeed;
- float bobmove;
- int bobcycle; // odd cycles are right foot going forward
- float bobfracsin; // sin(bobfrac*M_PI)
- /*
- ===============
- SV_CalcRoll
- ===============
- */
- float SV_CalcRoll (vec3_t angles, vec3_t velocity)
- {
- float sign;
- float side;
- float value;
-
- side = DotProduct (velocity, right);
- sign = side < 0 ? -1 : 1;
- side = fabs(side);
-
- value = sv_rollangle->value;
- if (side < sv_rollspeed->value)
- side = side * value / sv_rollspeed->value;
- else
- side = value;
-
- return side*sign;
-
- }
- /*
- ===============
- P_DamageFeedback
- Handles color blends and view kicks
- ===============
- */
- void P_DamageFeedback (edict_t *player)
- {
- gclient_t *client;
- float side;
- float realcount, count, kick;
- vec3_t v;
- int r, l;
- static vec3_t power_color = {0.0, 1.0, 0.0};
- static vec3_t acolor = {1.0, 1.0, 1.0};
- static vec3_t bcolor = {1.0, 0.0, 0.0};
- client = player->client;
- // flash the backgrounds behind the status numbers
- client->ps.stats[STAT_FLASHES] = 0;
- if (client->damage_blood)
- client->ps.stats[STAT_FLASHES] |= 1;
- if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
- client->ps.stats[STAT_FLASHES] |= 2;
- // total points of damage shot at the player this frame
- count = (client->damage_blood + client->damage_armor + client->damage_parmor);
- if (count == 0)
- return; // didn't take any damage
- // start a pain animation if still in the player model
- if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
- {
- static int i;
- client->anim_priority = ANIM_PAIN;
- if (client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- player->s.frame = FRAME_crpain1-1;
- client->anim_end = FRAME_crpain4;
- }
- else
- {
- i = (i+1)%3;
- switch (i)
- {
- case 0:
- player->s.frame = FRAME_pain101-1;
- client->anim_end = FRAME_pain104;
- break;
- case 1:
- player->s.frame = FRAME_pain201-1;
- client->anim_end = FRAME_pain204;
- break;
- case 2:
- player->s.frame = FRAME_pain301-1;
- client->anim_end = FRAME_pain304;
- break;
- }
- }
- }
- realcount = count;
- if (count < 10)
- count = 10; // always make a visible effect
- // play an apropriate pain sound
- if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
- {
- r = 1 + (rand()&1);
- player->pain_debounce_time = level.time + 0.7;
- if (player->health < 25)
- l = 25;
- else if (player->health < 50)
- l = 50;
- else if (player->health < 75)
- l = 75;
- else
- l = 100;
- gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
- }
- // the total alpha of the blend is always proportional to count
- if (client->damage_alpha < 0)
- client->damage_alpha = 0;
- client->damage_alpha += count*0.01;
- if (client->damage_alpha < 0.2)
- client->damage_alpha = 0.2;
- if (client->damage_alpha > 0.6)
- client->damage_alpha = 0.6; // don't go too saturated
- // the color of the blend will vary based on how much was absorbed
- // by different armors
- VectorClear (v);
- if (client->damage_parmor)
- VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
- if (client->damage_armor)
- VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
- if (client->damage_blood)
- VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
- VectorCopy (v, client->damage_blend);
- //
- // calculate view angle kicks
- //
- kick = abs(client->damage_knockback);
- if (kick && player->health > 0) // kick of 0 means no view adjust at all
- {
- kick = kick * 100 / player->health;
- if (kick < count*0.5)
- kick = count*0.5;
- if (kick > 50)
- kick = 50;
- VectorSubtract (client->damage_from, player->s.origin, v);
- VectorNormalize (v);
-
- side = DotProduct (v, right);
- client->v_dmg_roll = kick*side*0.3;
-
- side = -DotProduct (v, forward);
- client->v_dmg_pitch = kick*side*0.3;
- client->v_dmg_time = level.time + DAMAGE_TIME;
- }
- //
- // clear totals
- //
- client->damage_blood = 0;
- client->damage_armor = 0;
- client->damage_parmor = 0;
- client->damage_knockback = 0;
- }
- /*
- ===============
- SV_CalcViewOffset
- Auto pitching on slopes?
- fall from 128: 400 = 160000
- fall from 256: 580 = 336400
- fall from 384: 720 = 518400
- fall from 512: 800 = 640000
- fall from 640: 960 =
- damage = deltavelocity*deltavelocity * 0.0001
- ===============
- */
- void SV_CalcViewOffset (edict_t *ent)
- {
- float *angles;
- float bob;
- float ratio;
- float delta;
- vec3_t v;
- //===================================
- // base angles
- angles = ent->client->ps.kick_angles;
- // if dead, fix the angle and don't add any kick
- if (ent->deadflag)
- {
- VectorClear (angles);
- ent->client->ps.viewangles[ROLL] = 40;
- ent->client->ps.viewangles[PITCH] = -15;
- ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
- }
- else
- {
- // add angles based on weapon kick
- VectorCopy (ent->client->kick_angles, angles);
- // add angles based on damage kick
- ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
- if (ratio < 0)
- {
- ratio = 0;
- ent->client->v_dmg_pitch = 0;
- ent->client->v_dmg_roll = 0;
- }
- angles[PITCH] += ratio * ent->client->v_dmg_pitch;
- angles[ROLL] += ratio * ent->client->v_dmg_roll;
- // add pitch based on fall kick
- ratio = (ent->client->fall_time - level.time) / FALL_TIME;
- if (ratio < 0)
- ratio = 0;
- angles[PITCH] += ratio * ent->client->fall_value;
- // add angles based on velocity
- delta = DotProduct (ent->velocity, forward);
- angles[PITCH] += delta*run_pitch->value;
-
- delta = DotProduct (ent->velocity, right);
- angles[ROLL] += delta*run_roll->value;
- // add angles based on bob
- delta = bobfracsin * bob_pitch->value * xyspeed;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- delta *= 6; // crouching
- angles[PITCH] += delta;
- delta = bobfracsin * bob_roll->value * xyspeed;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- delta *= 6; // crouching
- if (bobcycle & 1)
- delta = -delta;
- angles[ROLL] += delta;
- }
- //===================================
- // base origin
- VectorClear (v);
- // add view height
- v[2] += ent->viewheight;
- // add fall height
- ratio = (ent->client->fall_time - level.time) / FALL_TIME;
- if (ratio < 0)
- ratio = 0;
- v[2] -= ratio * ent->client->fall_value * 0.4;
- // add bob height
- bob = bobfracsin * xyspeed * bob_up->value;
- if (bob > 6)
- bob = 6;
- //gi.DebugGraph (bob *2, 255);
- v[2] += bob;
- // add kick offset
- VectorAdd (v, ent->client->kick_origin, v);
- // absolutely bound offsets
- // so the view can never be outside the player box
- if (v[0] < -14)
- v[0] = -14;
- else if (v[0] > 14)
- v[0] = 14;
- if (v[1] < -14)
- v[1] = -14;
- else if (v[1] > 14)
- v[1] = 14;
- if (v[2] < -22)
- v[2] = -22;
- else if (v[2] > 30)
- v[2] = 30;
- VectorCopy (v, ent->client->ps.viewoffset);
- }
- /*
- ==============
- SV_CalcGunOffset
- ==============
- */
- void SV_CalcGunOffset (edict_t *ent)
- {
- int i;
- float delta;
- // gun angles from bobbing
- ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
- ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
- if (bobcycle & 1)
- {
- ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
- ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
- }
- ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
- // gun angles from delta movement
- for (i=0 ; i<3 ; i++)
- {
- delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
- if (delta > 180)
- delta -= 360;
- if (delta < -180)
- delta += 360;
- if (delta > 45)
- delta = 45;
- if (delta < -45)
- delta = -45;
- if (i == YAW)
- ent->client->ps.gunangles[ROLL] += 0.1*delta;
- ent->client->ps.gunangles[i] += 0.2 * delta;
- }
- // gun height
- VectorClear (ent->client->ps.gunoffset);
- // ent->ps->gunorigin[2] += bob;
- // gun_x / gun_y / gun_z are development tools
- for (i=0 ; i<3 ; i++)
- {
- ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
- ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
- ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
- }
- }
- /*
- =============
- SV_AddBlend
- =============
- */
- void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
- {
- float a2, a3;
- if (a <= 0)
- return;
- a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
- a3 = v_blend[3]/a2; // fraction of color from old
- v_blend[0] = v_blend[0]*a3 + r*(1-a3);
- v_blend[1] = v_blend[1]*a3 + g*(1-a3);
- v_blend[2] = v_blend[2]*a3 + b*(1-a3);
- v_blend[3] = a2;
- }
- /*
- =============
- SV_CalcBlend
- =============
- */
- void SV_CalcBlend (edict_t *ent)
- {
- int contents;
- vec3_t vieworg;
- int remaining;
- ent->client->ps.blend[0] = ent->client->ps.blend[1] =
- ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
- // add for contents
- VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
- contents = gi.pointcontents (vieworg);
- if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
- ent->client->ps.rdflags |= RDF_UNDERWATER;
- else
- ent->client->ps.rdflags &= ~RDF_UNDERWATER;
- if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
- SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
- else if (contents & CONTENTS_SLIME)
- SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
- else if (contents & CONTENTS_WATER)
- SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
- // add for powerups
- if (ent->client->quad_framenum > level.framenum)
- {
- remaining = ent->client->quad_framenum - level.framenum;
- if (remaining == 30) // beginning to fade
- gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->invincible_framenum > level.framenum)
- {
- remaining = ent->client->invincible_framenum - level.framenum;
- if (remaining == 30) // beginning to fade
- gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->enviro_framenum > level.framenum)
- {
- remaining = ent->client->enviro_framenum - level.framenum;
- if (remaining == 30) // beginning to fade
- gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->breather_framenum > level.framenum)
- {
- remaining = ent->client->breather_framenum - level.framenum;
- if (remaining == 30) // beginning to fade
- gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
- }
- // add for damage
- if (ent->client->damage_alpha > 0)
- SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
- ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
- if (ent->client->bonus_alpha > 0)
- SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
- // drop the damage value
- ent->client->damage_alpha -= 0.06;
- if (ent->client->damage_alpha < 0)
- ent->client->damage_alpha = 0;
- // drop the bonus value
- ent->client->bonus_alpha -= 0.1;
- if (ent->client->bonus_alpha < 0)
- ent->client->bonus_alpha = 0;
- }
- /*
- =================
- P_FallingDamage
- =================
- */
- void P_FallingDamage (edict_t *ent)
- {
- float delta;
- int damage;
- vec3_t dir;
- if (ent->s.modelindex != 255)
- return; // not in the player model
- if (ent->movetype == MOVETYPE_NOCLIP)
- return;
- if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
- {
- delta = ent->client->oldvelocity[2];
- }
- else
- {
- if (!ent->groundentity)
- return;
- delta = ent->velocity[2] - ent->client->oldvelocity[2];
- }
- delta = delta*delta * 0.0001;
- // never take falling damage if completely underwater
- if (ent->waterlevel == 3)
- return;
- if (ent->waterlevel == 2)
- delta *= 0.25;
- if (ent->waterlevel == 1)
- delta *= 0.5;
- if (delta < 1)
- return;
- if (delta < 15)
- {
- ent->s.event = EV_FOOTSTEP;
- return;
- }
- ent->client->fall_value = delta*0.5;
- if (ent->client->fall_value > 40)
- ent->client->fall_value = 40;
- ent->client->fall_time = level.time + FALL_TIME;
- if (delta > 30)
- {
- if (ent->health > 0)
- {
- if (delta >= 55)
- ent->s.event = EV_FALLFAR;
- else
- ent->s.event = EV_FALL;
- }
- ent->pain_debounce_time = level.time; // no normal pain sound
- damage = (delta-30)/2;
- if (damage < 1)
- damage = 1;
- VectorSet (dir, 0, 0, 1);
- if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
- T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
- }
- else
- {
- ent->s.event = EV_FALLSHORT;
- return;
- }
- }
- /*
- =============
- P_WorldEffects
- =============
- */
- void P_WorldEffects (void)
- {
- qboolean breather;
- qboolean envirosuit;
- int waterlevel, old_waterlevel;
- if (current_player->movetype == MOVETYPE_NOCLIP)
- {
- current_player->air_finished = level.time + 12; // don't need air
- return;
- }
- waterlevel = current_player->waterlevel;
- old_waterlevel = current_client->old_waterlevel;
- current_client->old_waterlevel = waterlevel;
- breather = current_client->breather_framenum > level.framenum;
- envirosuit = current_client->enviro_framenum > level.framenum;
- //
- // if just entered a water volume, play a sound
- //
- if (!old_waterlevel && waterlevel)
- {
- PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- if (current_player->watertype & CONTENTS_LAVA)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
- else if (current_player->watertype & CONTENTS_SLIME)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
- else if (current_player->watertype & CONTENTS_WATER)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
- current_player->flags |= FL_INWATER;
- // clear damage_debounce, so the pain sound will play immediately
- current_player->damage_debounce_time = level.time - 1;
- }
- //
- // if just completely exited a water volume, play a sound
- //
- if (old_waterlevel && ! waterlevel)
- {
- PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
- current_player->flags &= ~FL_INWATER;
- }
- //
- // check for head just going under water
- //
- if (old_waterlevel != 3 && waterlevel == 3)
- {
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
- }
- //
- // check for head just coming out of water
- //
- if (old_waterlevel == 3 && waterlevel != 3)
- {
- if (current_player->air_finished < level.time)
- { // gasp for air
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
- PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- }
- else if (current_player->air_finished < level.time + 11)
- { // just break surface
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
- }
- }
- //
- // check for drowning
- //
- if (waterlevel == 3)
- {
- // breather or envirosuit give air
- if (breather || envirosuit)
- {
- current_player->air_finished = level.time + 10;
- if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
- {
- if (!current_client->breather_sound)
- gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
- current_client->breather_sound ^= 1;
- PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- //FIXME: release a bubble?
- }
- }
- // if out of air, start drowning
- if (current_player->air_finished < level.time)
- { // drown!
- if (current_player->client->next_drown_time < level.time
- && current_player->health > 0)
- {
- current_player->client->next_drown_time = level.time + 1;
- // take more damage the longer underwater
- current_player->dmg += 2;
- if (current_player->dmg > 15)
- current_player->dmg = 15;
- // play a gurp sound instead of a normal pain sound
- if (current_player->health <= current_player->dmg)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
- else if (rand()&1)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
- current_player->pain_debounce_time = level.time;
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
- }
- }
- }
- else
- {
- current_player->air_finished = level.time + 12;
- current_player->dmg = 2;
- }
- //
- // check for sizzle damage
- //
- if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
- {
- if (current_player->watertype & CONTENTS_LAVA)
- {
- if (current_player->health > 0
- && current_player->pain_debounce_time <= level.time
- && current_client->invincible_framenum < level.framenum)
- {
- if (rand()&1)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
- current_player->pain_debounce_time = level.time + 1;
- }
- if (envirosuit) // take 1/3 damage with envirosuit
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
- else
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
- }
- if (current_player->watertype & CONTENTS_SLIME)
- {
- if (!envirosuit)
- { // no damage from slime with envirosuit
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
- }
- }
- }
- }
- /*
- ===============
- G_SetClientEffects
- ===============
- */
- void G_SetClientEffects (edict_t *ent)
- {
- int pa_type;
- int remaining;
- ent->s.effects = 0;
- ent->s.renderfx = 0;
- if (ent->health <= 0 || level.intermissiontime)
- return;
- if (ent->powerarmor_time > level.time)
- {
- pa_type = PowerArmorType (ent);
- if (pa_type == POWER_ARMOR_SCREEN)
- {
- ent->s.effects |= EF_POWERSCREEN;
- }
- else if (pa_type == POWER_ARMOR_SHIELD)
- {
- ent->s.effects |= EF_COLOR_SHELL;
- ent->s.renderfx |= RF_SHELL_GREEN;
- }
- }
- if (ent->client->quad_framenum > level.framenum)
- {
- remaining = ent->client->quad_framenum - level.framenum;
- if (remaining > 30 || (remaining & 4) )
- ent->s.effects |= EF_QUAD;
- }
- if (ent->client->invincible_framenum > level.framenum)
- {
- remaining = ent->client->invincible_framenum - level.framenum;
- if (remaining > 30 || (remaining & 4) )
- ent->s.effects |= EF_PENT;
- }
- // show cheaters!!!
- if (ent->flags & FL_GODMODE)
- {
- ent->s.effects |= EF_COLOR_SHELL;
- ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
- }
- }
- /*
- ===============
- G_SetClientEvent
- ===============
- */
- void G_SetClientEvent (edict_t *ent)
- {
- if (ent->s.event)
- return;
- if ( ent->groundentity && xyspeed > 225)
- {
- if ( (int)(current_client->bobtime+bobmove) != bobcycle )
- ent->s.event = EV_FOOTSTEP;
- }
- }
- /*
- ===============
- G_SetClientSound
- ===============
- */
- void G_SetClientSound (edict_t *ent)
- {
- char *weap;
- if (ent->client->pers.game_helpchanged != game.helpchanged)
- {
- ent->client->pers.game_helpchanged = game.helpchanged;
- ent->client->pers.helpchanged = 1;
- }
- // help beep (no more than three times)
- if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
- {
- ent->client->pers.helpchanged++;
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
- }
- if (ent->client->pers.weapon)
- weap = ent->client->pers.weapon->classname;
- else
- weap = "";
- if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
- ent->s.sound = snd_fry;
- else if (strcmp(weap, "weapon_railgun") == 0)
- ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
- else if (strcmp(weap, "weapon_bfg") == 0)
- ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
- else if (ent->client->weapon_sound)
- ent->s.sound = ent->client->weapon_sound;
- else
- ent->s.sound = 0;
- }
- /*
- ===============
- G_SetClientFrame
- ===============
- */
- void G_SetClientFrame (edict_t *ent)
- {
- gclient_t *client;
- qboolean duck, run;
- if (ent->s.modelindex != 255)
- return; // not in the player model
- client = ent->client;
- if (client->ps.pmove.pm_flags & PMF_DUCKED)
- duck = true;
- else
- duck = false;
- if (xyspeed)
- run = true;
- else
- run = false;
- // check for stand/duck and stop/go transitions
- if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
- goto newanim;
- if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
- goto newanim;
- if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
- goto newanim;
- if(client->anim_priority == ANIM_REVERSE)
- {
- if(ent->s.frame > client->anim_end)
- {
- ent->s.frame--;
- return;
- }
- }
- else if (ent->s.frame < client->anim_end)
- { // continue an animation
- ent->s.frame++;
- return;
- }
- if (client->anim_priority == ANIM_DEATH)
- return; // stay there
- if (client->anim_priority == ANIM_JUMP)
- {
- if (!ent->groundentity)
- return; // stay there
- ent->client->anim_priority = ANIM_WAVE;
- ent->s.frame = FRAME_jump3;
- ent->client->anim_end = FRAME_jump6;
- return;
- }
- newanim:
- // return to either a running or standing frame
- client->anim_priority = ANIM_BASIC;
- client->anim_duck = duck;
- client->anim_run = run;
- if (!ent->groundentity)
- {
- client->anim_priority = ANIM_JUMP;
- if (ent->s.frame != FRAME_jump2)
- ent->s.frame = FRAME_jump1;
- client->anim_end = FRAME_jump2;
- }
- else if (run)
- { // running
- if (duck)
- {
- ent->s.frame = FRAME_crwalk1;
- client->anim_end = FRAME_crwalk6;
- }
- else
- {
- ent->s.frame = FRAME_run1;
- client->anim_end = FRAME_run6;
- }
- }
- else
- { // standing
- if (duck)
- {
- ent->s.frame = FRAME_crstnd01;
- client->anim_end = FRAME_crstnd19;
- }
- else
- {
- ent->s.frame = FRAME_stand01;
- client->anim_end = FRAME_stand40;
- }
- }
- }
- /*
- =================
- ClientEndServerFrame
- Called for each player at the end of the server frame
- and right after spawning
- =================
- */
- void ClientEndServerFrame (edict_t *ent)
- {
- float bobtime;
- int i;
- 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)
- {
- // FIXME: add view drifting here?
- current_client->ps.blend[3] = 0;
- current_client->ps.fov = 90;
- G_SetStats (ent);
- return;
- }
- AngleVectors (ent->client->v_angle, forward, right, up);
- // burn from lava, etc
- P_WorldEffects ();
- //
- // set model angles from view angles so other things in
- // the world can tell which direction you are looking
- //
- if (ent->client->v_angle[PITCH] > 180)
- ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
- else
- ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
- ent->s.angles[YAW] = ent->client->v_angle[YAW];
- ent->s.angles[ROLL] = 0;
- ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
- //
- // calculate speed and cycle to be used for
- // all cyclic walking effects
- //
- xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
- if (xyspeed < 5)
- {
- 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
- // FIXME: with client prediction, the contents
- // should be determined by the client
- 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 the scoreboard is up, update it
- if (ent->client->showscores && !(level.framenum & 31) )
- {
- DeathmatchScoreboardMessage (ent, ent->enemy);
- gi.unicast (ent, false);
- }
- }
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