1 /*
2 * Copyright(c) 1997-2001 Id Software, Inc.
3 * Copyright(c) 2002 The Quakeforge Project.
4 * Copyright(c) 2006 Quetoo.
5 *
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or(at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14 *
15 * See the GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21 
22 #include "g_local.h"
23 #include "m_player.h"
24 
25 static	edict_t *current_player;
26 static	gclient_t *current_client;
27 
28 static	vec3_t forward, right, up;
29 float xyspeed;
30 
31 float bobmove;
32 int bobcycle;  // odd cycles are right foot going forward
33 float bobfracsin;  // sin(bobfrac*M_PI)
34 
35 /*
36 SV_CalcRoll
37 
38 */
SV_CalcRoll(vec3_t angles,vec3_t velocity)39 float SV_CalcRoll(vec3_t angles, vec3_t velocity){
40 	float sign;
41 	float side;
42 	float value;
43 
44 	side = DotProduct(velocity, right);
45 	sign = side < 0 ? -1 : 1;
46 	side = fabs(side);
47 
48 	value = sv_rollangle->value;
49 
50 	if(side < sv_rollspeed->value)
51 		side = side * value / sv_rollspeed->value;
52 	else
53 		side = value;
54 
55 	return side*sign;
56 
57 }
58 
59 
60 /*
61 P_DamageFeedback
62 
63 Handles color blends and view kicks
64 */
P_DamageFeedback(edict_t * player)65 void P_DamageFeedback(edict_t *player){
66 	gclient_t *client;
67 	float side;
68 	float realcount, count, kick;
69 	vec3_t v;
70 	int r, l;
71 	static	vec3_t power_color = {0.0, 1.0, 0.0};
72 	static	vec3_t acolor = {1.0, 1.0, 1.0};
73 	static	vec3_t bcolor = {1.0, 0.0, 0.0};
74 
75 	client = player->client;
76 
77 	// flash the backgrounds behind the status numbers
78 	client->ps.stats[STAT_FLASHES] = 0;
79 	if(client->damage_blood)
80 		client->ps.stats[STAT_FLASHES] |= 1;
81 	if(client->damage_armor && !(player->flags & FL_GODMODE) &&(client->invincible_framenum <= level.framenum))
82 		client->ps.stats[STAT_FLASHES] |= 2;
83 
84 	// total points of damage shot at the player this frame
85 	count =(client->damage_blood + client->damage_armor + client->damage_parmor);
86 	if(count == 0)
87 		return;  // didn't take any damage
88 
89 	// start a pain animation if still in the player model
90 	if(client->anim_priority < ANIM_PAIN && player->s.modelindex == 255){
91 		static int i;
92 
93 		client->anim_priority = ANIM_PAIN;
94 		if(client->ps.pmove.pm_flags & PMF_DUCKED){
95 			player->s.frame = FRAME_crpain1 - 1;
96 			client->anim_end = FRAME_crpain4;
97 		} else {
98 			i =(i + 1) % 3;
99 			switch(i){
100 				case 0:
101 					player->s.frame = FRAME_pain101 - 1;
102 					client->anim_end = FRAME_pain104;
103 					break;
104 				case 1:
105 					player->s.frame = FRAME_pain201 - 1;
106 					client->anim_end = FRAME_pain204;
107 					break;
108 				case 2:
109 					player->s.frame = FRAME_pain301 - 1;
110 					client->anim_end = FRAME_pain304;
111 					break;
112 			}
113 		}
114 	}
115 
116 	realcount = count;
117 	if(count < 10)
118 		count = 10;  // allways make a visible effect
119 
120 	// play an apropriate pain sound
121 	if((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) &&(client->invincible_framenum <= level.framenum)){
122 		r = 1 +(rand() & 1);
123 		player->pain_debounce_time = level.time + 0.7;
124 		if(player->health < 25)
125 			l = 25;
126 		else if(player->health < 50)
127 			l = 50;
128 		else if(player->health < 75)
129 			l = 75;
130 		else
131 			l = 100;
132 		gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
133 	}
134 
135 	// the total alpha of the blend is allways proportional to count
136 	if(client->damage_alpha < 0)
137 		client->damage_alpha = 0;
138 	client->damage_alpha += count * 0.01;
139 	if(client->damage_alpha < 0.2)
140 		client->damage_alpha = 0.2;
141 	if(client->damage_alpha > 0.6)
142 		client->damage_alpha = 0.6;  // don't go too saturated
143 
144 	// the color of the blend will vary based on how much was absorbed
145 	// by different armors
146 	VectorClear(v);
147 	if(client->damage_parmor)
148 		VectorMA(v,(float)client->damage_parmor / realcount, power_color, v);
149 	if(client->damage_armor)
150 		VectorMA(v,(float)client->damage_armor / realcount, acolor, v);
151 	if(client->damage_blood)
152 		VectorMA(v,(float)client->damage_blood / realcount, bcolor, v);
153 	VectorCopy(v, client->damage_blend);
154 
155 
156 	//
157 	// calculate view angle kicks
158 	//
159 	kick = abs(client->damage_knockback);
160 	if(kick && player->health > 0)  // kick of 0 means no view adjust at all
161 	{
162 		kick = kick * 100 / player->health;
163 
164 		if(kick < count*0.5)
165 			kick = count * 0.5;
166 		if(kick > 50)
167 			kick = 50;
168 
169 		VectorSubtract(client->damage_from, player->s.origin, v);
170 		VectorNormalize(v);
171 
172 		side = DotProduct(v, right);
173 		client->v_dmg_roll = kick * side * 0.3;
174 
175 		side = -DotProduct(v, forward);
176 		client->v_dmg_pitch = kick * side * 0.3;
177 
178 		client->v_dmg_time = level.time + DAMAGE_TIME;
179 	}
180 
181 	//
182 	// clear totals
183 	//
184 	client->damage_blood = 0;
185 	client->damage_armor = 0;
186 	client->damage_parmor = 0;
187 	client->damage_knockback = 0;
188 }
189 
190 
191 
192 
193 /*
194 SV_CalcViewOffset
195 
196 Auto pitching on slopes?
197 
198   fall from 128: 400 = 160000
199   fall from 256: 580 = 336400
200   fall from 384: 720 = 518400
201   fall from 512: 800 = 640000
202   fall from 640: 960 =
203 
204   damage = deltavelocity*deltavelocity  * 0.0001
205 
206 */
SV_CalcViewOffset(edict_t * ent)207 void SV_CalcViewOffset(edict_t *ent){
208 	float *angles;
209 	float bob;
210 	float ratio;
211 	float delta;
212 	vec3_t v;
213 
214 
215 	//===================================
216 
217 	// base angles
218 	angles = ent->client->ps.kick_angles;
219 
220 	// if dead, fix the angle and don't add any kick
221 	if(ent->deadflag){
222 		VectorClear(angles);
223 
224 		ent->client->ps.viewangles[ROLL] = 40;
225 		ent->client->ps.viewangles[PITCH] = -15;
226 		ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
227 	} else {
228 	// add angles based on weapon kick
229 
230 		VectorCopy(ent->client->kick_angles, angles);
231 
232 	// add angles based on damage kick
233 
234 		ratio =(ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
235 		if(ratio < 0){
236 			ratio = 0;
237 			ent->client->v_dmg_pitch = 0;
238 			ent->client->v_dmg_roll = 0;
239 		}
240 		angles[PITCH] += ratio * ent->client->v_dmg_pitch;
241 		angles[ROLL] += ratio * ent->client->v_dmg_roll;
242 
243 	// add pitch based on fall kick
244 
245 		ratio =(ent->client->fall_time - level.time) / FALL_TIME;
246 		if(ratio < 0)
247 			ratio = 0;
248 		angles[PITCH] += ratio * ent->client->fall_value;
249 
250 	// add angles based on velocity
251 
252 		delta = DotProduct(ent->velocity, forward);
253 		angles[PITCH] += delta * run_pitch->value;
254 
255 		delta = DotProduct(ent->velocity, right);
256 		angles[ROLL] += delta * run_roll->value;
257 
258 	// add angles based on bob
259 
260 		delta = bobfracsin * bob_pitch->value * xyspeed;
261 		if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
262 			delta *= 6;  // crouching
263 		angles[PITCH] += delta;
264 		delta = bobfracsin * bob_roll->value * xyspeed;
265 		if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
266 			delta *= 6;  // crouching
267 		if(bobcycle & 1)
268 			delta = -delta;
269 		angles[ROLL] += delta;
270 	}
271 
272 	//===================================
273 
274 	// base origin
275 
276 	VectorClear(v);
277 
278 	// add view height
279 
280 	v[2] += ent->viewheight;
281 
282 	// add fall height
283 
284 	ratio =(ent->client->fall_time - level.time) / FALL_TIME;
285 	if(ratio < 0)
286 		ratio = 0;
287 	v[2] -= ratio * ent->client->fall_value * 0.4;
288 
289 	// add bob height
290 
291 	bob = bobfracsin * xyspeed * bob_up->value;
292 	if(bob > 6)
293 		bob = 6;
294 	//gi.DebugGraph(bob *2, 255);
295 	v[2] += bob;
296 
297 	// add kick offset
298 
299 	VectorAdd(v, ent->client->kick_origin, v);
300 
301 	// absolutely bound offsets
302 	// so the view can never be outside the player box
303 
304 	if(v[0] < -14)
305 		v[0] = -14;
306 	else if(v[0] > 14)
307 		v[0] = 14;
308 	if(v[1] < -14)
309 		v[1] = -14;
310 	else if(v[1] > 14)
311 		v[1] = 14;
312 	if(v[2] < -22)
313 		v[2] = -22;
314 	else if(v[2] > 30)
315 		v[2] = 30;
316 
317 	VectorCopy(v, ent->client->ps.viewoffset);
318 }
319 
320 /*
321 SV_CalcGunOffset
322 */
SV_CalcGunOffset(edict_t * ent)323 void SV_CalcGunOffset(edict_t *ent){
324 	int i;
325 	float delta;
326 
327 	// gun angles from bobbing
328 	ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
329 	ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
330 	if(bobcycle & 1){
331 		ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
332 		ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
333 	}
334 
335 	ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
336 
337 	// gun angles from delta movement
338 	for(i = 0; i < 3; i++){
339 		delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
340 		if(delta > 180)
341 			delta -= 360;
342 		if(delta < -180)
343 			delta += 360;
344 		if(delta > 45)
345 			delta = 45;
346 		if(delta < -45)
347 			delta = -45;
348 		if(i == YAW)
349 			ent->client->ps.gunangles[ROLL] += 0.1 * delta;
350 		ent->client->ps.gunangles[i] += 0.2 * delta;
351 	}
352 
353 	// gun height
354 	VectorClear(ent->client->ps.gunoffset);
355 	//	ent->ps->gunorigin[2] += bob;
356 
357 	// gun_x / gun_y / gun_z are development tools
358 	for(i = 0; i < 3; i++){
359 		ent->client->ps.gunoffset[i] += forward[i] *(gun_y->value);
360 		ent->client->ps.gunoffset[i] += right[i] * gun_x->value;
361 		ent->client->ps.gunoffset[i] += up[i] *(-gun_z->value);
362 	}
363 }
364 
365 
366 /*
367 SV_AddBlend
368 */
SV_AddBlend(float r,float g,float b,float a,float * v_blend)369 void SV_AddBlend(float r, float g, float b, float a, float *v_blend){
370 	float a2, a3;
371 
372 	if(a <= 0)
373 		return;
374 	a2 = v_blend[3] +(1 - v_blend[3]) * a;  // new total alpha
375 	a3 = v_blend[3] / a2;  // fraction of color from old
376 
377 	v_blend[0] = v_blend[0] * a3 + r *(1 - a3);
378 	v_blend[1] = v_blend[1] * a3 + g *(1 - a3);
379 	v_blend[2] = v_blend[2] * a3 + b *(1 - a3);
380 	v_blend[3] = a2;
381 }
382 
383 
384 /*
385 SV_CalcBlend
386 */
SV_CalcBlend(edict_t * ent)387 void SV_CalcBlend(edict_t *ent){
388 	int contents;
389 	vec3_t vieworg;
390 	int remaining;
391 
392 	ent->client->ps.blend[0] = ent->client->ps.blend[1] =
393 								   ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
394 
395 	// add for contents
396 	VectorAdd(ent->s.origin, ent->client->ps.viewoffset, vieworg);
397 	contents = gi.pointcontents(vieworg);
398 	if(contents &(CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER))
399 		ent->client->ps.rdflags |= RDF_UNDERWATER;
400 	else
401 		ent->client->ps.rdflags &= ~RDF_UNDERWATER;
402 
403 	if(contents &(CONTENTS_SOLID | CONTENTS_LAVA))
404 		SV_AddBlend(1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
405 	else if(contents & CONTENTS_SLIME)
406 		SV_AddBlend(0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
407 	else if(contents & CONTENTS_WATER)
408 		SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
409 
410 	// add for powerups
411 	if(ent->client->quad_framenum > level.framenum){
412 		remaining = ent->client->quad_framenum - level.framenum;
413 		if(remaining == 30)  // beginning to fade
414 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
415 		if(remaining > 30 ||(remaining & 4))
416 			SV_AddBlend(0, 0, 1, 0.08, ent->client->ps.blend);
417 	} else if(ent->client->invincible_framenum > level.framenum){
418 		remaining = ent->client->invincible_framenum - level.framenum;
419 		if(remaining == 30)  // beginning to fade
420 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
421 		if(remaining > 30 ||(remaining & 4))
422 			SV_AddBlend(1, 1, 0, 0.08, ent->client->ps.blend);
423 	} else if(ent->client->enviro_framenum > level.framenum){
424 		remaining = ent->client->enviro_framenum - level.framenum;
425 		if(remaining == 30)  // beginning to fade
426 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
427 		if(remaining > 30 ||(remaining & 4))
428 			SV_AddBlend(0, 1, 0, 0.08, ent->client->ps.blend);
429 	} else if(ent->client->breather_framenum > level.framenum){
430 		remaining = ent->client->breather_framenum - level.framenum;
431 		if(remaining == 30)  // beginning to fade
432 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
433 		if(remaining > 30 ||(remaining & 4))
434 			SV_AddBlend(0.4, 1, 0.4, 0.04, ent->client->ps.blend);
435 	}
436 
437 	// add for damage
438 	if(ent->client->damage_alpha > 0)
439 		SV_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1]
440 					 , ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
441 
442 	if(ent->client->bonus_alpha > 0)
443 		SV_AddBlend(0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
444 
445 	// drop the damage value
446 	ent->client->damage_alpha -= 0.06;
447 	if(ent->client->damage_alpha < 0)
448 		ent->client->damage_alpha = 0;
449 
450 	// drop the bonus value
451 	ent->client->bonus_alpha -= 0.1;
452 	if(ent->client->bonus_alpha < 0)
453 		ent->client->bonus_alpha = 0;
454 }
455 
456 
457 /*
458 P_FallingDamage
459 */
P_FallingDamage(edict_t * ent)460 void P_FallingDamage(edict_t *ent){
461 	float delta;
462 	int damage;
463 	vec3_t dir;
464 
465 	if(ent->s.modelindex != 255)
466 		return;  // not in the player model
467 
468 	if(ent->movetype == MOVETYPE_NOCLIP)
469 		return;
470 
471 	if((ent->client->oldvelocity[2] < 0) &&(ent->velocity[2] > ent->client->oldvelocity[2]) &&(!ent->groundentity)){
472 		delta = ent->client->oldvelocity[2];
473 	} else {
474 		if(!ent->groundentity)
475 			return;
476 		delta = ent->velocity[2] - ent->client->oldvelocity[2];
477 	}
478 	delta = delta * delta * 0.0001;
479 
480 	//ZOID
481 	// never take damage if just release grapple or on grapple
482 	if(level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2 ||
483 			(ent->client->ctf_grapple &&
484 			 ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY))
485 		return;
486 	//ZOID
487 
488 	// never take falling damage if completely underwater
489 	if(ent->waterlevel == 3)
490 		return;
491 	if(ent->waterlevel == 2)
492 		delta *= 0.25;
493 	if(ent->waterlevel == 1)
494 		delta *= 0.5;
495 
496 	if(delta < 1)
497 		return;
498 
499 	if(delta < 15){
500 		ent->s.event = EV_FOOTSTEP;
501 		return;
502 	}
503 
504 	ent->client->fall_value = delta * 0.5;
505 	if(ent->client->fall_value > 40)
506 		ent->client->fall_value = 40;
507 	ent->client->fall_time = level.time + FALL_TIME;
508 
509 	if(delta > 30){
510 		if(ent->health > 0){
511 			if(delta >= 55)
512 				ent->s.event = EV_FALLFAR;
513 			else
514 				ent->s.event = EV_FALL;
515 		}
516 		ent->pain_debounce_time = level.time;  // no normal pain sound
517 		damage =(delta - 30) / 2;
518 		if(damage < 1)
519 			damage = 1;
520 		VectorSet(dir, 0, 0, 1);
521 
522 		if(!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING))
523 			T_Damage(ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
524 	} else {
525 		ent->s.event = EV_FALLSHORT;
526 		return;
527 	}
528 }
529 
530 
531 
532 /*
533 P_WorldEffects
534 */
P_WorldEffects(void)535 void P_WorldEffects(void){
536 	qboolean	breather;
537 	qboolean	envirosuit;
538 	int waterlevel, old_waterlevel;
539 
540 	if(current_player->movetype == MOVETYPE_NOCLIP){
541 		current_player->air_finished = level.time + 12;  // don't need air
542 		return;
543 	}
544 
545 	waterlevel = current_player->waterlevel;
546 	old_waterlevel = current_client->old_waterlevel;
547 	current_client->old_waterlevel = waterlevel;
548 
549 	breather = current_client->breather_framenum > level.framenum;
550 	envirosuit = current_client->enviro_framenum > level.framenum;
551 
552 	//
553 	// if just entered a water volume, play a sound
554 	//
555 	if(!old_waterlevel && waterlevel){
556 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
557 		if(current_player->watertype & CONTENTS_LAVA)
558 			gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
559 		else if(current_player->watertype & CONTENTS_SLIME)
560 			gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
561 		else if(current_player->watertype & CONTENTS_WATER)
562 			gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
563 		current_player->flags |= FL_INWATER;
564 
565 	// clear damage_debounce, so the pain sound will play immediately
566 		current_player->damage_debounce_time = level.time - 1;
567 	}
568 
569 	//
570 	// if just completely exited a water volume, play a sound
571 	//
572 	if(old_waterlevel && ! waterlevel){
573 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
574 		gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
575 		current_player->flags &= ~FL_INWATER;
576 	}
577 
578 	//
579 	// check for head just going under water
580 	//
581 	if(old_waterlevel != 3 && waterlevel == 3){
582 		gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
583 	}
584 
585 	//
586 	// check for head just coming out of water
587 	//
588 	if(old_waterlevel == 3 && waterlevel != 3){
589 		if(current_player->air_finished < level.time){  // gasp for air
590 			gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
591 			PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
592 		} else if(current_player->air_finished < level.time + 11){  // just break surface
593 			gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
594 		}
595 	}
596 
597 	//
598 	// check for drowning
599 	//
600 	if(waterlevel == 3){
601 	// breather or envirosuit give air
602 		if(breather || envirosuit){
603 			current_player->air_finished = level.time + 10;
604 
605 			if(((int)(current_client->breather_framenum - level.framenum) % 25) == 0){
606 				if(!current_client->breather_sound)
607 					gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
608 				else
609 					gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
610 				current_client->breather_sound ^= 1;
611 				PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
612 	//FIXME: release a bubble?
613 			}
614 		}
615 
616 	// if out of air, start drowning
617 		if(current_player->air_finished < level.time){  // drown!
618 			if(current_player->client->next_drown_time < level.time
619 					&& current_player->health > 0){
620 				current_player->client->next_drown_time = level.time + 1;
621 
622 	// take more damage the longer underwater
623 				current_player->dmg += 2;
624 				if(current_player->dmg > 15)
625 					current_player->dmg = 15;
626 
627 	// play a gurp sound instead of a normal pain sound
628 				if(current_player->health <= current_player->dmg)
629 					gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
630 				else if(rand()&1)
631 					gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
632 				else
633 					gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
634 
635 				current_player->pain_debounce_time = level.time;
636 
637 				T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
638 			}
639 		}
640 	} else {
641 		current_player->air_finished = level.time + 12;
642 		current_player->dmg = 2;
643 	}
644 
645 	//
646 	// check for sizzle damage
647 	//
648 	if(waterlevel &&(current_player->watertype&(CONTENTS_LAVA | CONTENTS_SLIME))){
649 		if(current_player->watertype & CONTENTS_LAVA){
650 			if(current_player->health > 0
651 					&& current_player->pain_debounce_time <= level.time
652 					&& current_client->invincible_framenum < level.framenum){
653 				if(rand()&1)
654 					gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
655 				else
656 					gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
657 				current_player->pain_debounce_time = level.time + 1;
658 			}
659 
660 			if(envirosuit)  // take 1/3 damage with envirosuit
661 				T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
662 			else
663 				T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
664 		}
665 
666 		if(current_player->watertype & CONTENTS_SLIME){
667 			if(!envirosuit){  // no damage from slime with envirosuit
668 				T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
669 			}
670 		}
671 	}
672 }
673 
674 
675 /*
676 G_SetClientEffects
677 */
G_SetClientEffects(edict_t * ent)678 void G_SetClientEffects(edict_t *ent){
679 	int pa_type;
680 	int remaining;
681 
682 	ent->s.effects = 0;
683 	ent->s.renderfx = 0;
684 
685 	if(ent->health <= 0 || level.intermissiontime)
686 		return;
687 
688 	if(ent->powerarmor_time > level.time){
689 		pa_type = PowerArmorType(ent);
690 		if(pa_type == POWER_ARMOR_SCREEN){
691 			ent->s.effects |= EF_POWERSCREEN;
692 		} else if(pa_type == POWER_ARMOR_SHIELD){
693 			ent->s.effects |= EF_COLOR_SHELL;
694 			ent->s.renderfx |= RF_SHELL_GREEN;
695 		}
696 	}
697 
698 	//ZOID
699 	CTFEffects(ent);
700 	//ZOID
701 
702 	if(ent->client->quad_framenum > level.framenum){
703 		remaining = ent->client->quad_framenum - level.framenum;
704 		if(remaining > 30 ||(remaining & 4))
705 	//			ent->s.effects |= EF_QUAD;
706 			CTFSetPowerUpEffect(ent, EF_QUAD);
707 	}
708 
709 	if(ent->client->invincible_framenum > level.framenum){
710 		remaining = ent->client->invincible_framenum - level.framenum;
711 		if(remaining > 30 ||(remaining & 4))
712 	//			ent->s.effects |= EF_PENT;
713 			CTFSetPowerUpEffect(ent, EF_PENT);
714 	}
715 
716 	// show cheaters!!!
717 	if(ent->flags & FL_GODMODE){
718 		ent->s.effects |= EF_COLOR_SHELL;
719 		ent->s.renderfx |=(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE);
720 	}
721 }
722 
723 
724 /*
725 G_SetClientEvent
726 */
G_SetClientEvent(edict_t * ent)727 void G_SetClientEvent(edict_t *ent){
728 	if(ent->s.event)
729 		return;
730 
731 	if(ent->groundentity && xyspeed > 225){
732 		if((int)(current_client->bobtime + bobmove) != bobcycle)
733 			ent->s.event = EV_FOOTSTEP;
734 	}
735 }
736 
737 /*
738 G_SetClientSound
739 */
G_SetClientSound(edict_t * ent)740 void G_SetClientSound(edict_t *ent){
741 	char *weap;
742 
743 	if(ent->client->resp.game_helpchanged != game.helpchanged){
744 		ent->client->resp.game_helpchanged = game.helpchanged;
745 		ent->client->resp.helpchanged = 1;
746 	}
747 
748 	// help beep(no more than three times)
749 	if(ent->client->resp.helpchanged && ent->client->resp.helpchanged <= 3 && !(level.framenum&63)){
750 		ent->client->resp.helpchanged++;
751 		gi.sound(ent, CHAN_VOICE, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
752 	}
753 
754 
755 	if(ent->client->pers.weapon)
756 		weap = ent->client->pers.weapon->classname;
757 	else
758 		weap = "";
759 
760 	if(ent->waterlevel &&(ent->watertype&(CONTENTS_LAVA | CONTENTS_SLIME)))
761 		ent->s.sound = snd_fry;
762 	else if(strcmp(weap, "weapon_railgun") == 0)
763 		ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
764 	else if(strcmp(weap, "weapon_bfg") == 0)
765 		ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
766 	else if(ent->client->weapon_sound)
767 		ent->s.sound = ent->client->weapon_sound;
768 	else
769 		ent->s.sound = 0;
770 }
771 
772 /*
773 G_SetClientFrame
774 */
G_SetClientFrame(edict_t * ent)775 void G_SetClientFrame(edict_t *ent){
776 	gclient_t *client;
777 	qboolean	duck, run;
778 
779 	if(ent->s.modelindex != 255)
780 		return;  // not in the player model
781 
782 	client = ent->client;
783 
784 	if(client->ps.pmove.pm_flags & PMF_DUCKED)
785 		duck = true;
786 	else
787 		duck = false;
788 	if(xyspeed)
789 		run = true;
790 	else
791 		run = false;
792 
793 	// check for stand/duck and stop/go transitions
794 	if(duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
795 		goto newanim;
796 	if(run != client->anim_run && client->anim_priority == ANIM_BASIC)
797 		goto newanim;
798 	if(!ent->groundentity && client->anim_priority <= ANIM_WAVE)
799 		goto newanim;
800 
801 	if(client->anim_priority == ANIM_REVERSE){
802 		if(ent->s.frame > client->anim_end){
803 			ent->s.frame--;
804 			return;
805 		}
806 	} else if(ent->s.frame < client->anim_end){  // continue an animation
807 		ent->s.frame++;
808 		return;
809 	}
810 
811 	if(client->anim_priority == ANIM_DEATH)
812 		return;  // stay there
813 	if(client->anim_priority == ANIM_JUMP){
814 		if(!ent->groundentity)
815 			return;  // stay there
816 		ent->client->anim_priority = ANIM_WAVE;
817 		ent->s.frame = FRAME_jump3;
818 		ent->client->anim_end = FRAME_jump6;
819 		return;
820 	}
821 
822 newanim:
823 	// return to either a running or standing frame
824 	client->anim_priority = ANIM_BASIC;
825 	client->anim_duck = duck;
826 	client->anim_run = run;
827 
828 	if(!ent->groundentity){
829 	//ZOID: if on grapple, don't go into jump frame, go into standing
830 	//frame
831 		if(client->ctf_grapple){
832 			ent->s.frame = FRAME_stand01;
833 			client->anim_end = FRAME_stand40;
834 		} else {
835 	//ZOID
836 			client->anim_priority = ANIM_JUMP;
837 			if(ent->s.frame != FRAME_jump2)
838 				ent->s.frame = FRAME_jump1;
839 			client->anim_end = FRAME_jump2;
840 		}
841 	} else if(run){  // running
842 		if(duck){
843 			ent->s.frame = FRAME_crwalk1;
844 			client->anim_end = FRAME_crwalk6;
845 		} else {
846 			ent->s.frame = FRAME_run1;
847 			client->anim_end = FRAME_run6;
848 		}
849 	} else {  // standing
850 		if(duck){
851 			ent->s.frame = FRAME_crstnd01;
852 			client->anim_end = FRAME_crstnd19;
853 		} else {
854 			ent->s.frame = FRAME_stand01;
855 			client->anim_end = FRAME_stand40;
856 		}
857 	}
858 }
859 
860 
861 /*
862 ClientEndServerFrame
863 
864 Called for each player at the end of the server frame
865 and right after spawning
866 */
ClientEndServerFrame(edict_t * ent)867 void ClientEndServerFrame(edict_t *ent){
868 	float bobtime;
869 	int i;
870 
871 	current_player = ent;
872 	current_client = ent->client;
873 
874 	//
875 	// If the origin or velocity have changed since ClientThink(),
876 	// update the pmove values.  This will happen when the client
877 	// is pushed by a bmodel or kicked by an explosion.
878 	//
879 	// If it wasn't updated here, the view position would lag a frame
880 	// behind the body position when pushed -- "sinking into plats"
881 	//
882 	for(i = 0; i < 3; i++){
883 		current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0;
884 		current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0;
885 	}
886 
887 	//
888 	// If the end of unit layout is displayed, don't give
889 	// the player any normal movement attributes
890 	//
891 	if(level.intermissiontime){
892 	// FIXME: add view drifting here?
893 		current_client->ps.blend[3] = 0;
894 		current_client->ps.fov = 90;
895 		G_SetStats(ent);
896 		return;
897 	}
898 
899 	AngleVectors(ent->client->v_angle, forward, right, up);
900 
901 	// burn from lava, etc
902 	P_WorldEffects();
903 
904 	//
905 	// set model angles from view angles so other things in
906 	// the world can tell which direction you are looking
907 	//
908 	if(ent->client->v_angle[PITCH] > 180)
909 		ent->s.angles[PITCH] =(-360 + ent->client->v_angle[PITCH]) / 3;
910 	else
911 		ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3;
912 	ent->s.angles[YAW] = ent->client->v_angle[YAW];
913 	ent->s.angles[ROLL] = 0;
914 	ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4;
915 
916 	//
917 	// calculate speed and cycle to be used for
918 	// all cyclic walking effects
919 	//
920 	xyspeed = sqrt(ent->velocity[0] * ent->velocity[0] + ent->velocity[1] * ent->velocity[1]);
921 
922 	if(xyspeed < 5){
923 		bobmove = 0;
924 		current_client->bobtime = 0;  // start at beginning of cycle again
925 	} else if(ent->groundentity){  // so bobbing only cycles when on ground
926 		if(xyspeed > 210)
927 			bobmove = 0.25;
928 		else if(xyspeed > 100)
929 			bobmove = 0.125;
930 		else
931 			bobmove = 0.0625;
932 	}
933 
934 	bobtime =(current_client->bobtime += bobmove);
935 
936 	if(current_client->ps.pmove.pm_flags & PMF_DUCKED)
937 		bobtime *= 4;
938 
939 	bobcycle =(int)bobtime;
940 	bobfracsin = fabs(sin(bobtime * M_PI));
941 
942 	// detect hitting the floor
943 	P_FallingDamage(ent);
944 
945 	// apply all the damage taken this frame
946 	P_DamageFeedback(ent);
947 
948 	// determine the view offsets
949 	SV_CalcViewOffset(ent);
950 
951 	// determine the gun offsets
952 	SV_CalcGunOffset(ent);
953 
954 	// determine the full screen color blend
955 	// must be after viewoffset, so eye contents can be
956 	// accurately determined
957 	// FIXME: with client prediction, the contents
958 	// should be determined by the client
959 	SV_CalcBlend(ent);
960 
961 	//ZOID
962 	if(!ent->client->chase_target)
963 	//ZOID
964 		G_SetStats(ent);
965 
966 	//ZOID
967 	//update chasecam follower stats
968 	for(i = 1; i <= maxclients->value; i++){
969 		edict_t *e = g_edicts + i;
970 		if(!e->inuse || e->client->chase_target != ent)
971 			continue;
972 		memcpy(e->client->ps.stats,
973 			   ent->client->ps.stats,
974 			   sizeof(ent->client->ps.stats));
975 		e->client->ps.stats[STAT_LAYOUTS] = 1;
976 		break;
977 	}
978 	//ZOID
979 
980 
981 	G_SetClientEvent(ent);
982 
983 	G_SetClientEffects(ent);
984 
985 	G_SetClientSound(ent);
986 
987 	G_SetClientFrame(ent);
988 
989 	VectorCopy(ent->velocity, ent->client->oldvelocity);
990 	VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles);
991 
992 	// clear weapon kicks
993 	VectorClear(ent->client->kick_origin);
994 	VectorClear(ent->client->kick_angles);
995 
996 	// if the scoreboard is up, update it
997 	if(ent->client->showscores && !(level.framenum & 31)){
998 	//ZOID
999 		if(ent->client->menu){
1000 			PMenu_Do_Update(ent);
1001 			ent->client->menudirty = false;
1002 			ent->client->menutime = level.time;
1003 		} else
1004 	//ZOID
1005 			DeathmatchScoreboardMessage(ent, ent->enemy);
1006 		gi.unicast(ent, false);
1007 	}
1008 }
1009 
1010