📄 p_view.c
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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;
}
}
//ZOID
CTFEffects(ent);
//ZOID
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
// ent->s.effects |= EF_QUAD;
CTFSetPowerUpEffect(ent, 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;
CTFSetPowerUpEffect(ent, 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->resp.game_helpchanged != game.helpchanged)
{
ent->client->resp.game_helpchanged = game.helpchanged;
ent->client->resp.helpchanged = 1;
}
// help beep (no more than three times)
if (ent->client->resp.helpchanged && ent->client->resp.helpchanged <= 3 && !(level.framenum&63) )
{
ent->client->resp.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)
{
//ZOID: if on grapple, don't go into jump frame, go into standing
//frame
if (client->ctf_grapple) {
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
} else {
//ZOID
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);
//ZOID
if (!ent->client->chase_target)
//ZOID
G_SetStats (ent);
//ZOID
//update chasecam follower stats
for (i = 1; i <= maxclients->value; i++) {
edict_t *e = g_edicts + i;
if (!e->inuse || e->client->chase_target != ent)
continue;
memcpy(e->client->ps.stats,
ent->client->ps.stats,
sizeof(ent->client->ps.stats));
e->client->ps.stats[STAT_LAYOUTS] = 1;
break;
}
//ZOID
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) )
{
//ZOID
if (ent->client->menu) {
PMenu_Do_Update(ent);
ent->client->menudirty = false;
ent->client->menutime = level.time;
} else
//ZOID
DeathmatchScoreboardMessage (ent, ent->enemy);
gi.unicast (ent, false);
}
}
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