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📄 g_active.c

📁 quakeIII源码这个不用我多说吧
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	}

	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;
	}

	// 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.stats[STAT_HEALTH] <= 0 ) {
		client->ps.pm_type = PM_DEAD;
	} else {
		client->ps.pm_type = PM_NORMAL;
	}

	client->ps.gravity = g_gravity.value;

	// set speed
	client->ps.speed = g_speed.value;

#ifdef MISSIONPACK
	if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
		client->ps.speed *= 1.5;
	}
	else
#endif
	if ( client->ps.powerups[PW_HASTE] ) {
		client->ps.speed *= 1.3;
	}

	// Let go of the hook if we aren't firing
	if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
		client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
		Weapon_HookFree(client->hook);
	}

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

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

	// check for the hit-scan gauntlet, don't let the action
	// go through as an attack unless it actually hits something
	if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
		( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
		pm.gauntletHit = CheckGauntletAttack( ent );
	}

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

#ifdef MISSIONPACK
	// check for invulnerability expansion before doing the Pmove
	if (client->ps.powerups[PW_INVULNERABILITY] ) {
		if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
			vec3_t mins = { -42, -42, -42 };
			vec3_t maxs = { 42, 42, 42 };
			vec3_t oldmins, oldmaxs;

			VectorCopy (ent->r.mins, oldmins);
			VectorCopy (ent->r.maxs, oldmaxs);
			// expand
			VectorCopy (mins, ent->r.mins);
			VectorCopy (maxs, ent->r.maxs);
			trap_LinkEntity(ent);
			// check if this would get anyone stuck in this player
			if ( !StuckInOtherClient(ent) ) {
				// set flag so the expanded size will be set in PM_CheckDuck
				client->ps.pm_flags |= PMF_INVULEXPAND;
			}
			// set back
			VectorCopy (oldmins, ent->r.mins);
			VectorCopy (oldmaxs, ent->r.maxs);
			trap_LinkEntity(ent);
		}
	}
#endif

	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_BOTCLIP;
	}
	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;

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

#ifdef MISSIONPACK
		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;
			}
		}
		Pmove (&pm);
#else
		Pmove (&pm);
#endif

	// 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 );

	// 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;

	// 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 ) > 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 );
			}
		}
		return;
	}

	// perform once-a-second actions
	ClientTimerActions( ent, msec );
}

/*
==================
ClientThink

A new command has arrived from the client
==================
*/
void ClientThink( int clientNum ) {
	gentity_t *ent;

	ent = g_entities + clientNum;
	trap_GetUsercmd( clientNum, &ent->client->pers.cmd );

	// mark the time we got info, so we can display the
	// phone jack if they don't get any for a while
	ent->client->lastCmdTime = level.time;

	if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
		ClientThink_real( ent );
	}
}


void G_RunClient( gentity_t *ent ) {
	if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
		return;
	}
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink_real( ent );
}


/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame( gentity_t *ent ) {
	gclient_t	*cl;

	// if we are doing a chase cam or a remote view, grab the latest info
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
		int		clientNum, flags;

		clientNum = ent->client->sess.spectatorClient;

		// team follow1 and team follow2 go to whatever clients are playing
		if ( clientNum == -1 ) {
			clientNum = level.follow1;
		} else if ( clientNum == -2 ) {
			clientNum = level.follow2;
		}
		if ( clientNum >= 0 ) {
			cl = &level.clients[ clientNum ];
			if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
				flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
				ent->client->ps = cl->ps;
				ent->client->ps.pm_flags |= PMF_FOLLOW;
				ent->client->ps.eFlags = flags;
				return;
			} else {
				// drop them to free spectators unless they are dedicated camera followers
				if ( ent->client->sess.spectatorClient >= 0 ) {
					ent->client->sess.spectatorState = SPECTATOR_FREE;
					ClientBegin( ent->client - level.clients );
				}
			}
		}
	}

	if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
		ent->client->ps.pm_flags |= PMF_SCOREBOARD;
	} else {
		ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
	}
}

/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
	int			i;
	clientPersistant_t	*pers;

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
		SpectatorClientEndFrame( ent );
		return;
	}

	pers = &ent->client->pers;

	// turn off any expired powerups
	for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
		if ( ent->client->ps.powerups[ i ] < level.time ) {
			ent->client->ps.powerups[ i ] = 0;
		}
	}

#ifdef MISSIONPACK
	// set powerup for player animation
	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
		ent->client->ps.powerups[PW_GUARD] = level.time;
	}
	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
		ent->client->ps.powerups[PW_SCOUT] = level.time;
	}
	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
		ent->client->ps.powerups[PW_DOUBLER] = level.time;
	}
	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
		ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
	}
	if ( ent->client->invulnerabilityTime > level.time ) {
		ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
	}
#endif

	// save network bandwidth
#if 0
	if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
		// FIXME: this must change eventually for non-sync demo recording
		VectorClear( ent->client->ps.viewangles );
	}
#endif

	//
	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	//
	if ( level.intermissiontime ) {
		return;
	}

	// burn from lava, etc
	P_WorldEffects (ent);

	// apply all the damage taken this frame
	P_DamageFeedback (ent);

	// add the EF_CONNECTION flag if we haven't gotten commands recently
	if ( level.time - ent->client->lastCmdTime > 1000 ) {
		ent->s.eFlags |= EF_CONNECTION;
	} else {
		ent->s.eFlags &= ~EF_CONNECTION;
	}

	ent->client->ps.stats[STAT_HEALTH] = ent->health;	// FIXME: get rid of ent->health...

	G_SetClientSound (ent);

	// set the latest infor
	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 );

	// set the bit for the reachability area the client is currently in
//	i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
//	ent->client->areabits[i >> 3] |= 1 << (i & 7);
}


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