ref: 4c66d61f63d2ca97101d7aad96c6fb412fbc6c4b
dir: /rogue/p_client.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_player.h" void ClientUserinfoChanged (edict_t *ent, char *userinfo); void SP_misc_teleporter_dest (edict_t *ent); // // Gross, ugly, disgustuing hack section // // this function is an ugly as hell hack to fix some map flaws // // the coop spawn spots on some maps are SNAFU. There are coop spots // with the wrong targetname as well as spots with no name at all // // we use carnal knowledge of the maps to fix the coop spot targetnames to match // that of the nearest named single player spot static void SP_FixCoopSpots (edict_t *self) { edict_t *spot; vec3_t d; spot = NULL; while(1) { spot = G_Find(spot, FOFS(classname), "info_player_start"); if (!spot) return; if (!spot->targetname) continue; VectorSubtract(self->s.origin, spot->s.origin, d); if (VectorLength(d) < 384) { if ((!self->targetname) || cistrcmp(self->targetname, spot->targetname) != 0) { // gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname); self->targetname = spot->targetname; } return; } } } // now if that one wasn't ugly enough for you then try this one on for size // some maps don't have any coop spots at all, so we need to create them // where they should have been static void SP_CreateCoopSpots (edict_t *) { edict_t *spot; if(cistrcmp(level.mapname, "security") == 0) { spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 - 64; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 + 64; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; spot = G_Spawn(); spot->classname = "info_player_coop"; spot->s.origin[0] = 188 + 128; spot->s.origin[1] = -164; spot->s.origin[2] = 80; spot->targetname = "jail3"; spot->s.angles[1] = 90; return; } } /*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(edict_t *self) { if (!coop->value) return; if(cistrcmp(level.mapname, "security") == 0) { // invoke one of our gross, ugly, disgusting hacks self->think = SP_CreateCoopSpots; self->nextthink = level.time + FRAMETIME; } } /*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 (!coop->value) { G_FreeEdict (self); return; } if((cistrcmp(level.mapname, "jail2") == 0) || (cistrcmp(level.mapname, "jail4") == 0) || (cistrcmp(level.mapname, "mine1") == 0) || (cistrcmp(level.mapname, "mine2") == 0) || (cistrcmp(level.mapname, "mine3") == 0) || (cistrcmp(level.mapname, "mine4") == 0) || (cistrcmp(level.mapname, "lab") == 0) || (cistrcmp(level.mapname, "boss1") == 0) || (cistrcmp(level.mapname, "fact3") == 0) || (cistrcmp(level.mapname, "biggun") == 0) || (cistrcmp(level.mapname, "space") == 0) || (cistrcmp(level.mapname, "command") == 0) || (cistrcmp(level.mapname, "power2") == 0) || (cistrcmp(level.mapname, "strike") == 0)) { // invoke one of our gross, ugly, disgusting hacks self->think = SP_FixCoopSpots; self->nextthink = level.time + FRAMETIME; } } /*QUAKED info_player_coop_lava (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for coop games on rmine2 where lava level needs to be checked */ void SP_info_player_coop_lava(edict_t *self) { if (!coop->value) { G_FreeEdict (self); return; } } /*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(edict_t *) { } //======================================================================= void player_pain (edict_t *, edict_t *, float, int) { // player pain is handled at the end of the frame in P_DamageFeedback } qboolean IsFemale (edict_t *ent) { char *info; if (!ent->client) return false; info = Info_ValueForKey (ent->client->pers.userinfo, "gender"); if (info[0] == 'f' || info[0] == 'F') return true; return false; } qboolean IsNeutral (edict_t *ent) { char *info; if (!ent->client) return false; info = Info_ValueForKey (ent->client->pers.userinfo, "gender"); if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M') return true; return false; } void ClientObituary (edict_t *self, edict_t *, edict_t *attacker) { int mod; char *message; char *message2; qboolean ff; if (coop->value && attacker->client) meansOfDeath |= MOD_FRIENDLY_FIRE; if (deathmatch->value || coop->value) { ff = meansOfDeath & MOD_FRIENDLY_FIRE; mod = meansOfDeath & ~MOD_FRIENDLY_FIRE; message = NULL; message2 = ""; switch (mod) { case MOD_SUICIDE: message = "suicides"; break; case MOD_FALLING: message = "cratered"; break; case MOD_CRUSH: message = "was squished"; break; case MOD_WATER: message = "sank like a rock"; break; case MOD_SLIME: message = "melted"; break; case MOD_LAVA: message = "does a back flip into the lava"; break; case MOD_EXPLOSIVE: case MOD_BARREL: message = "blew up"; break; case MOD_EXIT: message = "found a way out"; break; case MOD_TARGET_LASER: message = "saw the light"; break; case MOD_TARGET_BLASTER: message = "got blasted"; break; case MOD_BOMB: case MOD_SPLASH: case MOD_TRIGGER_HURT: message = "was in the wrong place"; break; } if (attacker == self) { switch (mod) { case MOD_HELD_GRENADE: message = "tried to put the pin back in"; break; case MOD_HG_SPLASH: case MOD_G_SPLASH: if (IsNeutral(self)) message = "tripped on its own grenade"; else if (IsFemale(self)) message = "tripped on her own grenade"; else message = "tripped on his own grenade"; break; case MOD_R_SPLASH: if (IsNeutral(self)) message = "blew itself up"; else if (IsFemale(self)) message = "blew herself up"; else message = "blew himself up"; break; case MOD_BFG_BLAST: message = "should have used a smaller gun"; break; //ROGUE case MOD_DOPPLE_EXPLODE: if (IsNeutral(self)) message = "got caught in it's own trap"; else if (IsFemale(self)) message = "got caught in her own trap"; else message = "got caught in his own trap"; break; //ROGUE default: if (IsNeutral(self)) message = "killed itself"; else if (IsFemale(self)) message = "killed herself"; else message = "killed himself"; break; } } if (message) { gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message); if (deathmatch->value) self->client->resp.score--; self->enemy = NULL; return; } self->enemy = attacker; if (attacker && attacker->client) { switch (mod) { case MOD_BLASTER: message = "was blasted by"; break; case MOD_SHOTGUN: message = "was gunned down by"; break; case MOD_SSHOTGUN: message = "was blown away by"; message2 = "'s super shotgun"; break; case MOD_MACHINEGUN: message = "was machinegunned by"; break; case MOD_CHAINGUN: message = "was cut in half by"; message2 = "'s chaingun"; break; case MOD_GRENADE: message = "was popped by"; message2 = "'s grenade"; break; case MOD_G_SPLASH: message = "was shredded by"; message2 = "'s shrapnel"; break; case MOD_ROCKET: message = "ate"; message2 = "'s rocket"; break; case MOD_R_SPLASH: message = "almost dodged"; message2 = "'s rocket"; break; case MOD_HYPERBLASTER: message = "was melted by"; message2 = "'s hyperblaster"; break; case MOD_RAILGUN: message = "was railed by"; break; case MOD_BFG_LASER: message = "saw the pretty lights from"; message2 = "'s BFG"; break; case MOD_BFG_BLAST: message = "was disintegrated by"; message2 = "'s BFG blast"; break; case MOD_BFG_EFFECT: message = "couldn't hide from"; message2 = "'s BFG"; break; case MOD_HANDGRENADE: message = "caught"; message2 = "'s handgrenade"; break; case MOD_HG_SPLASH: message = "didn't see"; message2 = "'s handgrenade"; break; case MOD_HELD_GRENADE: message = "feels"; message2 = "'s pain"; break; case MOD_TELEFRAG: message = "tried to invade"; message2 = "'s personal space"; break; //=============== //ROGUE case MOD_CHAINFIST: message = "was shredded by"; message2 = "'s ripsaw"; break; case MOD_DISINTEGRATOR: message = "lost his grip courtesy of"; message2 = "'s disintegrator"; break; case MOD_ETF_RIFLE: message = "was perforated by"; break; case MOD_HEATBEAM: message = "was scorched by"; message2 = "'s plasma beam"; break; case MOD_TESLA: message = "was enlightened by"; message2 = "'s tesla mine"; break; case MOD_PROX: message = "got too close to"; message2 = "'s proximity mine"; break; case MOD_NUKE: message = "was nuked by"; message2 = "'s antimatter bomb"; break; case MOD_VENGEANCE_SPHERE: message = "was purged by"; message2 = "'s vengeance sphere"; break; case MOD_DEFENDER_SPHERE: message = "had a blast with"; message2 = "'s defender sphere"; break; case MOD_HUNTER_SPHERE: message = "was killed like a dog by"; message2 = "'s hunter sphere"; break; case MOD_TRACKER: message = "was annihilated by"; message2 = "'s disruptor"; break; case MOD_DOPPLE_EXPLODE: message = "was blown up by"; message2 = "'s doppleganger"; break; case MOD_DOPPLE_VENGEANCE: message = "was purged by"; message2 = "'s doppleganger"; break; case MOD_DOPPLE_HUNTER: message = "was hunted down by"; message2 = "'s doppleganger"; break; //ROGUE //=============== } if (message) { gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2); //ROGUE if (gamerules && gamerules->value) { if(DMGame.Score) { if(ff) DMGame.Score(attacker, self, -1); else DMGame.Score(attacker, self, 1); } return; } //ROGUE if (deathmatch->value) { if (ff) attacker->client->resp.score--; else attacker->client->resp.score++; } return; } } } gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname); //ROGUE // if (g_showlogic && g_showlogic->value) // { // if (mod == MOD_UNKNOWN) // gi.dprintf ("Player killed by MOD_UNKNOWN\n"); // else // gi.dprintf ("Player killed by undefined mod %d\n", mod); // } //ROGUE if (deathmatch->value) //ROGUE { if (gamerules && gamerules->value) { if(DMGame.Score) { DMGame.Score(self, self, -1); } return; } else self->client->resp.score--; } //ROGUE } void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); void TossClientWeapon (edict_t *self) { gitem_t *item; edict_t *drop; qboolean quad; float spread; if (!deathmatch->value) return; item = self->client->pers.weapon; if (! self->client->pers.inventory[self->client->ammo_index] ) item = NULL; if (item && (strcmp (item->pickup_name, "Blaster") == 0)) item = NULL; if (!((int)(dmflags->value) & DF_QUAD_DROP)) quad = false; else quad = (self->client->quad_framenum > (level.framenum + 10)); if (item && quad) spread = 22.5; else spread = 0.0; if (item) { self->client->v_angle[YAW] -= spread; drop = Drop_Item (self, item); self->client->v_angle[YAW] += spread; drop->spawnflags = DROPPED_PLAYER_ITEM; } if (quad) { self->client->v_angle[YAW] += spread; drop = Drop_Item (self, FindItemByClassname ("item_quad")); self->client->v_angle[YAW] -= spread; drop->spawnflags |= DROPPED_PLAYER_ITEM; drop->touch = Touch_Item; drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME; drop->think = G_FreeEdict; } } /* ================== 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; } // PMM - fixed to correct for pitch of 0 if (dir[0]) self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]); else if (dir[1] > 0) self->client->killer_yaw = 90; else if (dir[1] < 0) self->client->killer_yaw = 270; else self->client->killer_yaw = 0; } /* ================== player_die ================== */ void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t) { 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; self->svflags |= SVF_DEADMONSTER; 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 // clear inventory // this is kind of ugly, but it's how we want to handle keys in coop for (n = 0; n < game.num_items; n++) { if (coop->value && itemlist[n].flags & IT_KEY) self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n]; self->client->pers.inventory[n] = 0; } } if(gamerules && gamerules->value) // if we're in a dm game, alert the game { if(DMGame.PlayerDeath) DMGame.PlayerDeath(self, inflictor, attacker); } // remove powerups self->client->quad_framenum = 0; self->client->invincible_framenum = 0; self->client->breather_framenum = 0; self->client->enviro_framenum = 0; self->flags &= ~FL_POWER_ARMOR; //============== // ROGUE stuff self->client->double_framenum = 0; // if there's a sphere around, let it know the player died. // vengeance and hunter will die if they're not attacking, // defender should always die if(self->client->owned_sphere) { edict_t *sphere; sphere = self->client->owned_sphere; sphere->die(sphere, self, self, 0, vec3_origin); } // if we've been killed by the tracker, GIB! if((meansOfDeath & ~MOD_FRIENDLY_FIRE) == MOD_TRACKER) { self->health = -100; damage = 400; } // make sure no trackers are still hurting us. if(self->client->tracker_pain_framenum) { RemoveAttackingPainDaemons (self); } // if we got obliterated by the nuke, don't gib if ((self->health < -80) && (meansOfDeath == MOD_NUKE)) self->flags |= FL_NOGIB; // ROGUE //============== if (self->health < -40) { // PMM // don't toss gibs if we got vaped by the nuke if (!(self->flags & FL_NOGIB)) { // pmm // gib gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); // more meaty gibs for your dollar! if((deathmatch->value) && (self->health < -80)) { for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); } for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); // PMM } self->flags &= ~FL_NOGIB; // pmm 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; } gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0); } } 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; //ROGUE // FIXME - give these real numbers.... client->pers.max_prox = 50; client->pers.max_tesla = 50; client->pers.max_flechettes = 200; #ifndef KILL_DISRUPTOR client->pers.max_rounds = 100; #endif //ROGUE client->pers.connected = true; } void InitClientResp (gclient_t *client) { memset (&client->resp, 0, sizeof(client->resp)); client->resp.enterframe = level.framenum; client->resp.coop_respawn = client->pers; } /* ================== 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; game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR)); if (coop->value) game.clients[i].pers.score = ent->client->resp.score; } } void FetchClientEntData (edict_t *ent) { ent->health = ent->client->pers.health; ent->max_health = ent->client->pers.max_health; ent->flags |= ent->client->pers.savedFlags; if (coop->value) ent->client->resp.score = ent->client->pers.score; } /* ======================================================================= 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 (); } //=============== //ROGUE edict_t *SelectLavaCoopSpawnPoint (edict_t *) { int index; edict_t *spot; float lavatop; edict_t *lava; edict_t *pointWithLeastLava; float lowest; edict_t *spawnPoints [64]; vec3_t center; int numPoints; edict_t *highestlava; lavatop = -99999; highestlava = NULL; // first, find the highest lava // remember that some will stop moving when they've filled their // areas... lava = NULL; while (1) { lava = G_Find (lava, FOFS(classname), "func_door"); if(!lava) break; VectorAdd (lava->absmax, lava->absmin, center); VectorScale (center, 0.5, center); if(lava->spawnflags & 2 && (gi.pointcontents(center) & MASK_WATER)) { if (lava->absmax[2] > lavatop) { lavatop = lava->absmax[2]; highestlava = lava; } } } // if we didn't find ANY lava, then return NULL if (!highestlava) return NULL; // find the top of the lava and include a small margin of error (plus bbox size) lavatop = highestlava->absmax[2] + 64; // find all the lava spawn points and store them in spawnPoints[] spot = NULL; numPoints = 0; while(spot = G_Find (spot, FOFS(classname), "info_player_coop_lava")) { if(numPoints == 64) break; spawnPoints[numPoints++] = spot; } if(numPoints < 1) return NULL; // walk up the sorted list and return the lowest, open, non-lava spawn point lowest = 999999; pointWithLeastLava = NULL; for (index = 0; index < numPoints; index++) { if(spawnPoints[index]->s.origin[2] < lavatop) continue; if(PlayersRangeFromSpot(spawnPoints[index]) > 32) { if(spawnPoints[index]->s.origin[2] < lowest) { // save the last point pointWithLeastLava = spawnPoints[index]; lowest = spawnPoints[index]->s.origin[2]; } } } // FIXME - better solution???? // well, we may telefrag someone, but oh well... if(pointWithLeastLava) return pointWithLeastLava; return NULL; } //ROGUE //=============== edict_t *SelectCoopSpawnPoint (edict_t *ent) { int index; edict_t *spot; char *target; //ROGUE // rogue hack, but not too gross... if (!cistrcmp(level.mapname, "rmine2p") || !cistrcmp(level.mapname, "rmine2")) return SelectLavaCoopSpawnPoint (ent); //ROGUE index = ent->client - game.clients; // player 0 starts in normal player spawn point if (!index) return NULL; spot = NULL; // assume there are four coop spots at each spawnpoint while (1) { spot = G_Find (spot, FOFS(classname), "info_player_coop"); if (!spot) return NULL; // we didn't have enough... target = spot->targetname; if (!target) target = ""; if ( cistrcmp(game.spawnpoint, target) == 0 ) { // this is a coop spawn point for one of the clients here index--; if (!index) return spot; // this is it } } } /* =========== SelectSpawnPoint Chooses a player start, deathmatch start, coop start, etc ============ */ void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles) { edict_t *spot = NULL; if (deathmatch->value) spot = SelectDeathmatchSpawnPoint (); else if (coop->value) spot = SelectCoopSpawnPoint (ent); // 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 (cistrcmp(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; level.body_que = 0; for (i=0; i<BODY_QUEUE_SIZE ; i++) { ent = G_Spawn(); ent->classname = "bodyque"; } } void body_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; if (self->health < -40) { 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); self->s.origin[2] -= 48; ThrowClientHead (self, damage); self->takedamage = DAMAGE_NO; } } void CopyToBodyQue (edict_t *ent) { edict_t *body; // grab a body que and cycle to the next one body = &g_edicts[(int)maxclients->value + level.body_que + 1]; level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE; // FIXME: send an effect on the removed body gi.unlinkentity (ent); gi.unlinkentity (body); body->s = ent->s; body->s.number = body - g_edicts; body->svflags = ent->svflags; VectorCopy (ent->mins, body->mins); VectorCopy (ent->maxs, body->maxs); VectorCopy (ent->absmin, body->absmin); VectorCopy (ent->absmax, body->absmax); VectorCopy (ent->size, body->size); body->solid = ent->solid; body->clipmask = ent->clipmask; body->owner = ent->owner; body->movetype = ent->movetype; body->die = body_die; body->takedamage = DAMAGE_YES; gi.linkentity (body); } void respawn (edict_t *self) { if (deathmatch->value || coop->value) { // spectators don't leave bodies if (self->movetype != MOVETYPE_NOCLIP) CopyToBodyQue (self); self->svflags &= ~SVF_NOCLIENT; PutClientInServer (self); // add a teleportation effect self->s.event = EV_PLAYER_TELEPORT; // hold in place briefly self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; self->client->ps.pmove.pm_time = 14; self->client->respawn_time = level.time; return; } // restart the entire server gi.AddCommandString ("menu_loadgame\n"); } /* * only called when pers.spectator changes * note that resp.spectator should be the opposite of pers.spectator here */ void spectator_respawn (edict_t *ent) { int i, numspec; // if the user wants to become a spectator, make sure he doesn't // exceed max_spectators if (ent->client->pers.spectator) { char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator"); if (*spectator_password->string && strcmp(spectator_password->string, "none") && strcmp(spectator_password->string, value)) { gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n"); ent->client->pers.spectator = false; gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 0\n"); gi.unicast(ent, true); return; } // count spectators for (i = 1, numspec = 0; i <= maxclients->value; i++) { if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator) numspec++; } if (numspec >= maxspectators->value) { gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full."); ent->client->pers.spectator = false; // reset his spectator var gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 0\n"); gi.unicast(ent, true); return; } } else { // he was a spectator and wants to join the game // he must have the right password char *value = Info_ValueForKey (ent->client->pers.userinfo, "password"); if (*password->string && strcmp(password->string, "none") && strcmp(password->string, value)) { gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n"); ent->client->pers.spectator = true; gi.WriteByte (svc_stufftext); gi.WriteString ("spectator 1\n"); gi.unicast(ent, true); return; } } // clear score on respawn ent->client->pers.score = ent->client->resp.score = 0; ent->svflags &= ~SVF_NOCLIENT; PutClientInServer (ent); // add a teleportation effect if (!ent->client->pers.spectator) { // send effect gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGIN); gi.multicast (ent->s.origin, MULTICAST_PVS); // hold in place briefly ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; ent->client->ps.pmove.pm_time = 14; } ent->client->respawn_time = level.time; if (ent->client->pers.spectator) gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname); else gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname); } //============================================================== /* =========== 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 if(gamerules && gamerules->value && DMGame.SelectSpawnPoint) // PGM DMGame.SelectSpawnPoint (ent, spawn_origin, spawn_angles); // PGM else // PGM SelectSpawnPoint (ent, 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 = client->resp; memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); InitClientPersistant (client); ClientUserinfoChanged (ent, userinfo); } else if (coop->value) { // int n; char userinfo[MAX_INFO_STRING]; resp = client->resp; memcpy (userinfo, client->pers.userinfo, sizeof(userinfo)); // this is kind of ugly, but it's how we want to handle keys in coop // for (n = 0; n < game.num_items; n++) // { // if (itemlist[n].flags & IT_KEY) // resp.coop_respawn.inventory[n] = client->pers.inventory[n]; // } resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged; resp.coop_respawn.helpchanged = client->pers.helpchanged; client->pers = resp.coop_respawn; ClientUserinfoChanged (ent, userinfo); if (resp.score > client->pers.score) client->pers.score = resp.score; } else { memset (&resp, 0, sizeof(resp)); } // clear everything but the persistant data saved = client->pers; memset (client, 0, sizeof(*client)); client->pers = saved; if (client->pers.health <= 0) InitClientPersistant(client); 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; ent->svflags &= ~SVF_DEADMONSTER; ent->flags &= ~FL_SAM_RAIMI; // PGM - turn off sam raimi flag 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; if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) { client->ps.fov = 90; } else { client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov")); if (client->ps.fov < 1) client->ps.fov = 90; else if (client->ps.fov > 160) client->ps.fov = 160; } //PGM if (client->pers.weapon) client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model); else client->ps.gunindex = 0; //PGM // clear entity state values ent->s.effects = 0; ent->s.modelindex = 255; // will use the skin specified model ent->s.modelindex2 = 255; // custom gun model // sknum is player num and weapon number // weapon number will be added in changeweapon ent->s.skinnum = ent - g_edicts - 1; ent->s.frame = 0; VectorCopy (spawn_origin, ent->s.origin); ent->s.origin[2] += 1; // make sure off ground VectorCopy (ent->s.origin, ent->s.old_origin); // 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); // spawn a spectator if (client->pers.spectator) { client->chase_target = NULL; client->resp.spectator = true; ent->movetype = MOVETYPE_NOCLIP; ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->client->ps.gunindex = 0; gi.linkentity (ent); return; } else client->resp.spectator = false; if (!KillBox (ent)) { // could't spawn in? } gi.linkentity (ent); // my tribute to cash's level-specific hacks. I hope I live // up to his trailblazing cheese. if(cistrcmp(level.mapname, "rboss") == 0) { // if you get on to rboss in single player or coop, ensure // the player has the nuke key. (not in DM) if(!(deathmatch->value)) { gitem_t *item; item = FindItem("Antimatter Bomb"); client->pers.selected_item = ITEM_INDEX(item); client->pers.inventory[client->pers.selected_item] = 1; } } // 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); //PGM if(gamerules && gamerules->value && DMGame.ClientBegin) { DMGame.ClientBegin (ent); } //PGM // locate ent at a spawn point PutClientInServer (ent); if (level.intermissiontime) { MoveClientToIntermission (ent); } else { // 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) { int i; ent->client = game.clients + (ent - g_edicts - 1); if (deathmatch->value) { ClientBeginDeathmatch (ent); return; } // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (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 // except for the persistant data that was initialized at // ClientConnect() time G_InitEdict (ent); ent->classname = "player"; 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; // check for malformed or illegal info strings if (!Info_Validate(userinfo)) { strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt"); } // set name s = Info_ValueForKey (userinfo, "name"); strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1); // set spectator s = Info_ValueForKey (userinfo, "spectator"); // spectators are only supported in deathmatch // if (deathmatch->value && strcmp(s, "0")) if (deathmatch->value && *s && strcmp(s, "0")) ent->client->pers.spectator = true; else ent->client->pers.spectator = false; // set skin s = Info_ValueForKey (userinfo, "skin"); 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) ); // fov if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV)) { ent->client->ps.fov = 90; } else { ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov")); if (ent->client->ps.fov < 1) ent->client->ps.fov = 90; else if (ent->client->ps.fov > 160) ent->client->ps.fov = 160; } // 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, but loadgames will. ============ */ qboolean ClientConnect (edict_t *ent, char *userinfo) { char *value; // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if (SV_FilterPacket(value)) { Info_SetValueForKey(userinfo, "rejmsg", "Banned."); return false; } // check for a spectator value = Info_ValueForKey (userinfo, "spectator"); // if (deathmatch->value && strcmp(value, "0")) if (deathmatch->value && *value && strcmp(value, "0")) { int i, numspec; if (*spectator_password->string && strcmp(spectator_password->string, "none") && strcmp(spectator_password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect."); return false; } // count spectators for (i = numspec = 0; i < maxclients->value; i++) { if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator) numspec++; } if (numspec >= maxspectators->value) { Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full."); return false; } } else { // check for a password value = Info_ValueForKey (userinfo, "password"); if (*password->string && strcmp(password->string, "none") && strcmp(password->string, value)) { Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect."); return false; } } // they can connect ent->client = game.clients + (ent - g_edicts - 1); // if there is already a body waiting for us (a loadgame), just // take it, otherwise spawn one from scratch if (ent->inuse == false) { // clear the respawning variables InitClientResp (ent->client); if (!game.autosaved || !ent->client->pers.weapon) InitClientPersistant (ent->client); } ClientUserinfoChanged (ent, userinfo); if (game.maxclients > 1) gi.dprintf ("%s connected\n", ent->client->pers.netname); ent->svflags = 0; // make sure we start with known default ent->client->pers.connected = true; return true; } /* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. ============ */ void ClientDisconnect (edict_t *ent) { int playernum; if (!ent->client) return; gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname); //============ //ROGUE // make sure no trackers are still hurting us. if(ent->client->tracker_pain_framenum) RemoveAttackingPainDaemons (ent); if (ent->client->owned_sphere) { if(ent->client->owned_sphere->inuse) G_FreeEdict (ent->client->owned_sphere); ent->client->owned_sphere = NULL; } if (gamerules && gamerules->value) { if(DMGame.PlayerDisconnect) DMGame.PlayerDisconnect(ent); } //ROGUE //============ // send effect gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_LOGOUT); gi.multicast (ent->s.origin, MULTICAST_PVS); gi.unlinkentity (ent); ent->s.modelindex = 0; ent->solid = SOLID_NOT; ent->inuse = false; ent->classname = "disconnected"; ent->client->pers.connected = false; playernum = ent-g_edicts-1; gi.configstring (CS_PLAYERSKINS+playernum, ""); } //============================================================== 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; if (ent->client->chase_target) { 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]); } else { // 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; //PGM trigger_gravity support // client->ps.pmove.gravity = sv_gravity->value; client->ps.pmove.gravity = sv_gravity->value * ent->gravity; //PGM 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, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0); PlayerNoise(ent, ent->s.origin, PNOISE_SELF); } //ROGUE sam raimi cam support if(ent->flags & FL_SAM_RAIMI) ent->viewheight = 8; else ent->viewheight = pm.viewheight; //ROGUE 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); //PGM trigger_gravity support ent->gravity = 1.0; //PGM 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->resp.spectator) { client->latched_buttons = 0; if (client->chase_target) { client->chase_target = NULL; client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; } else GetChaseTarget(ent); } else if (!client->weapon_thunk) { client->weapon_thunk = true; Think_Weapon (ent); } } if (client->resp.spectator) { if (ucmd->upmove >= 10) { if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) { client->ps.pmove.pm_flags |= PMF_JUMP_HELD; if (client->chase_target) ChaseNext(ent); else GetChaseTarget(ent); } } else client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD; } // update chase cam if being followed for (i = 1; i <= maxclients->value; i++) { other = g_edicts + i; if (other->inuse && other->client->chase_target == ent) UpdateChaseCam(other); } } /* ============== 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; int buttonMask; if (level.intermissiontime) return; client = ent->client; if (deathmatch->value && client->pers.spectator != client->resp.spectator && (level.time - client->respawn_time) >= 5) { spectator_respawn(ent); return; } // run weapon animations if it hasn't been done by a ucmd_t if (!client->weapon_thunk && !client->resp.spectator) Think_Weapon (ent); else client->weapon_thunk = false; if (ent->deadflag) { // wait for any button just going down if ( level.time > client->respawn_time) { // in deathmatch, only wait for attack button if (deathmatch->value) buttonMask = BUTTON_ATTACK; else buttonMask = -1; if ( ( client->latched_buttons & buttonMask ) || (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; } /* ============== RemoveAttackingPainDaemons This is called to clean up the pain daemons that the disruptor attaches to clients to damage them. ============== */ void RemoveAttackingPainDaemons (edict_t *self) { edict_t *tracker; tracker = G_Find (NULL, FOFS(classname), "pain daemon"); while(tracker) { if(tracker->enemy == self) G_FreeEdict(tracker); tracker = G_Find (tracker, FOFS(classname), "pain daemon"); } if(self->client) self->client->tracker_pain_framenum = 0; }