1 
2 #include "g_local.h"
3 #include "m_player.h"
4 
5 
6 
7 static	edict_t		*current_player;
8 static	gclient_t	*current_client;
9 
10 static	vec3_t	forward, right, up;
11 float	xyspeed;
12 
13 float	bobmove;
14 int		bobcycle;		// odd cycles are right foot going forward
15 float	bobfracsin;		// sin(bobfrac*M_PI)
16 
17 /*
18 ===============
19 SV_CalcRoll
20 
21 ===============
22 */
SV_CalcRoll(vec3_t angles,vec3_t velocity)23 float SV_CalcRoll (vec3_t angles, vec3_t velocity)
24 {
25 	float	sign;
26 	float	side;
27 	float	value;
28 
29 	side = DotProduct (velocity, right);
30 	sign = side < 0 ? -1 : 1;
31 	side = fabs(side);
32 
33 	value = sv_rollangle->value;
34 
35 	if (side < sv_rollspeed->value)
36 		side = side * value / sv_rollspeed->value;
37 	else
38 		side = value;
39 
40 	return side*sign;
41 
42 }
43 
44 
45 /*
46 ===============
47 P_DamageFeedback
48 
49 Handles color blends and view kicks
50 ===============
51 */
P_DamageFeedback(edict_t * player)52 void P_DamageFeedback (edict_t *player)
53 {
54 	gclient_t	*client;
55 	float	side;
56 	float	realcount, count, kick;
57 	vec3_t	v;
58 	int		r, l;
59 	static	vec3_t	power_color = {0.0, 1.0, 0.0};
60 	static	vec3_t	acolor = {1.0, 1.0, 1.0};
61 	static	vec3_t	bcolor = {1.0, 0.0, 0.0};
62 
63 	client = player->client;
64 
65 	// flash the backgrounds behind the status numbers
66 	client->ps.stats[STAT_FLASHES] = 0;
67 	if (client->damage_blood)
68 		client->ps.stats[STAT_FLASHES] |= 1;
69 	if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
70 		client->ps.stats[STAT_FLASHES] |= 2;
71 
72 	// total points of damage shot at the player this frame
73 	count = (client->damage_blood + client->damage_armor + client->damage_parmor);
74 	if (count == 0)
75 		return;		// didn't take any damage
76 
77 	// start a pain animation if still in the player model
78 	if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
79 	{
80 		static int		i;
81 
82 		client->anim_priority = ANIM_PAIN;
83 		if (client->ps.pmove.pm_flags & PMF_DUCKED)
84 		{
85 			player->s.frame = FRAME_crpain1-1;
86 			client->anim_end = FRAME_crpain4;
87 		}
88 		else
89 		{
90 			i = (i+1)%3;
91 			switch (i)
92 			{
93 			case 0:
94 				player->s.frame = FRAME_pain101-1;
95 				client->anim_end = FRAME_pain104;
96 				break;
97 			case 1:
98 				player->s.frame = FRAME_pain201-1;
99 				client->anim_end = FRAME_pain204;
100 				break;
101 			case 2:
102 				player->s.frame = FRAME_pain301-1;
103 				client->anim_end = FRAME_pain304;
104 				break;
105 			}
106 		}
107 	}
108 
109 	realcount = count;
110 	if (count < 10)
111 		count = 10;	// always make a visible effect
112 
113 	// play an apropriate pain sound
114 	if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
115 	{
116 		r = 1 + (rand()&1);
117 		player->pain_debounce_time = level.time + 0.7;
118 		if (player->health < 25)
119 			l = 25;
120 		else if (player->health < 50)
121 			l = 50;
122 		else if (player->health < 75)
123 			l = 75;
124 		else
125 			l = 100;
126 		gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
127 	}
128 
129 	// the total alpha of the blend is always proportional to count
130 	if (client->damage_alpha < 0)
131 		client->damage_alpha = 0;
132 	client->damage_alpha += count*0.01;
133 	if (client->damage_alpha < 0.2)
134 		client->damage_alpha = 0.2;
135 	if (client->damage_alpha > 0.6)
136 		client->damage_alpha = 0.6;		// don't go too saturated
137 
138 	// the color of the blend will vary based on how much was absorbed
139 	// by different armors
140 	VectorClear (v);
141 	if (client->damage_parmor)
142 		VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
143 	if (client->damage_armor)
144 		VectorMA (v, (float)client->damage_armor/realcount,  acolor, v);
145 	if (client->damage_blood)
146 		VectorMA (v, (float)client->damage_blood/realcount,  bcolor, v);
147 	VectorCopy (v, client->damage_blend);
148 
149 
150 	//
151 	// calculate view angle kicks
152 	//
153 	kick = abs(client->damage_knockback);
154 	if (kick && player->health > 0)	// kick of 0 means no view adjust at all
155 	{
156 		kick = kick * 100 / player->health;
157 
158 		if (kick < count*0.5)
159 			kick = count*0.5;
160 		if (kick > 50)
161 			kick = 50;
162 
163 		VectorSubtract (client->damage_from, player->s.origin, v);
164 		VectorNormalize (v);
165 
166 		side = DotProduct (v, right);
167 		client->v_dmg_roll = kick*side*0.3;
168 
169 		side = -DotProduct (v, forward);
170 		client->v_dmg_pitch = kick*side*0.3;
171 
172 		client->v_dmg_time = level.time + DAMAGE_TIME;
173 	}
174 
175 	//
176 	// clear totals
177 	//
178 	client->damage_blood = 0;
179 	client->damage_armor = 0;
180 	client->damage_parmor = 0;
181 	client->damage_knockback = 0;
182 }
183 
184 
185 
186 
187 /*
188 ===============
189 SV_CalcViewOffset
190 
191 Auto pitching on slopes?
192 
193   fall from 128: 400 = 160000
194   fall from 256: 580 = 336400
195   fall from 384: 720 = 518400
196   fall from 512: 800 = 640000
197   fall from 640: 960 =
198 
199   damage = deltavelocity*deltavelocity  * 0.0001
200 
201 ===============
202 */
SV_CalcViewOffset(edict_t * ent)203 void SV_CalcViewOffset (edict_t *ent)
204 {
205 	float		*angles;
206 	float		bob;
207 	float		ratio;
208 	float		delta;
209 	vec3_t		v;
210 
211 
212 //===================================
213 
214 	// base angles
215 	angles = ent->client->ps.kick_angles;
216 
217 	// if dead, fix the angle and don't add any kick
218 	if (ent->deadflag)
219 	{
220 		VectorClear (angles);
221 
222 		ent->client->ps.viewangles[ROLL] = 40;
223 		ent->client->ps.viewangles[PITCH] = -15;
224 		ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
225 	}
226 	else
227 	{
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 		{
237 			ratio = 0;
238 			ent->client->v_dmg_pitch = 0;
239 			ent->client->v_dmg_roll = 0;
240 		}
241 		angles[PITCH] += ratio * ent->client->v_dmg_pitch;
242 		angles[ROLL] += ratio * ent->client->v_dmg_roll;
243 
244 		// add pitch based on fall kick
245 
246 		ratio = (ent->client->fall_time - level.time) / FALL_TIME;
247 		if (ratio < 0)
248 			ratio = 0;
249 		angles[PITCH] += ratio * ent->client->fall_value;
250 
251 		// add angles based on velocity
252 
253 		delta = DotProduct (ent->velocity, forward);
254 		angles[PITCH] += delta*run_pitch->value;
255 
256 		delta = DotProduct (ent->velocity, right);
257 		angles[ROLL] += delta*run_roll->value;
258 
259 		// add angles based on bob
260 
261 		delta = bobfracsin * bob_pitch->value * xyspeed;
262 		if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
263 			delta *= 6;		// crouching
264 		angles[PITCH] += delta;
265 		delta = bobfracsin * bob_roll->value * xyspeed;
266 		if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
267 			delta *= 6;		// crouching
268 		if (bobcycle & 1)
269 			delta = -delta;
270 		angles[ROLL] += delta;
271 	}
272 
273 //===================================
274 
275 	// base origin
276 
277 	VectorClear (v);
278 
279 	// add view height
280 
281 	v[2] += ent->viewheight;
282 
283 	// add fall height
284 
285 	ratio = (ent->client->fall_time - level.time) / FALL_TIME;
286 	if (ratio < 0)
287 		ratio = 0;
288 	v[2] -= ratio * ent->client->fall_value * 0.4;
289 
290 	// add bob height
291 
292 	bob = bobfracsin * xyspeed * bob_up->value;
293 	if (bob > 6)
294 		bob = 6;
295 	//gi.DebugGraph (bob *2, 255);
296 	v[2] += bob;
297 
298 	// add kick offset
299 
300 	VectorAdd (v, ent->client->kick_origin, v);
301 
302 	// absolutely bound offsets
303 	// so the view can never be outside the player box
304 
305 	if (v[0] < -14)
306 		v[0] = -14;
307 	else if (v[0] > 14)
308 		v[0] = 14;
309 	if (v[1] < -14)
310 		v[1] = -14;
311 	else if (v[1] > 14)
312 		v[1] = 14;
313 	if (v[2] < -22)
314 		v[2] = -22;
315 	else if (v[2] > 30)
316 		v[2] = 30;
317 
318 	VectorCopy (v, ent->client->ps.viewoffset);
319 }
320 
321 /*
322 ==============
323 SV_CalcGunOffset
324 ==============
325 */
SV_CalcGunOffset(edict_t * ent)326 void SV_CalcGunOffset (edict_t *ent)
327 {
328 	int		i;
329 	float	delta;
330 
331 	// gun angles from bobbing
332 	ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
333 	ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
334 	if (bobcycle & 1)
335 	{
336 		ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
337 		ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
338 	}
339 
340 	ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
341 
342 	// gun angles from delta movement
343 	for (i=0 ; i<3 ; i++)
344 	{
345 		delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
346 		if (delta > 180)
347 			delta -= 360;
348 		if (delta < -180)
349 			delta += 360;
350 		if (delta > 45)
351 			delta = 45;
352 		if (delta < -45)
353 			delta = -45;
354 		if (i == YAW)
355 			ent->client->ps.gunangles[ROLL] += 0.1*delta;
356 		ent->client->ps.gunangles[i] += 0.2 * delta;
357 	}
358 
359 	// gun height
360 	VectorClear (ent->client->ps.gunoffset);
361 //	ent->ps->gunorigin[2] += bob;
362 
363 	// gun_x / gun_y / gun_z are development tools
364 	for (i=0 ; i<3 ; i++)
365 	{
366 		ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
367 		ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
368 		ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
369 	}
370 }
371 
372 
373 /*
374 =============
375 SV_AddBlend
376 =============
377 */
SV_AddBlend(float r,float g,float b,float a,float * v_blend)378 void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
379 {
380 	float	a2, a3;
381 
382 	if (a <= 0)
383 		return;
384 	a2 = v_blend[3] + (1-v_blend[3])*a;	// new total alpha
385 	a3 = v_blend[3]/a2;		// fraction of color from old
386 
387 	v_blend[0] = v_blend[0]*a3 + r*(1-a3);
388 	v_blend[1] = v_blend[1]*a3 + g*(1-a3);
389 	v_blend[2] = v_blend[2]*a3 + b*(1-a3);
390 	v_blend[3] = a2;
391 }
392 
393 
394 /*
395 =============
396 SV_CalcBlend
397 =============
398 */
SV_CalcBlend(edict_t * ent)399 void SV_CalcBlend (edict_t *ent)
400 {
401 	int		contents;
402 	vec3_t	vieworg;
403 	int		remaining;
404 
405 	ent->client->ps.blend[0] = ent->client->ps.blend[1] =
406 		ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
407 
408 	// add for contents
409 	VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
410 	contents = gi.pointcontents (vieworg);
411 	if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
412 		ent->client->ps.rdflags |= RDF_UNDERWATER;
413 	else
414 		ent->client->ps.rdflags &= ~RDF_UNDERWATER;
415 
416 	if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
417 		SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
418 	else if (contents & CONTENTS_SLIME)
419 		SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
420 	else if (contents & CONTENTS_WATER)
421 		SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
422 
423 	// add for powerups
424 	if (ent->client->quad_framenum > level.framenum)
425 	{
426 		remaining = ent->client->quad_framenum - level.framenum;
427 		if (remaining == 30)	// beginning to fade
428 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
429 		if (remaining > 30 || (remaining & 4) )
430 			SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
431 	}
432 	else if (ent->client->invincible_framenum > level.framenum)
433 	{
434 		remaining = ent->client->invincible_framenum - level.framenum;
435 		if (remaining == 30)	// beginning to fade
436 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
437 		if (remaining > 30 || (remaining & 4) )
438 			SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
439 	}
440 	else if (ent->client->enviro_framenum > level.framenum)
441 	{
442 		remaining = ent->client->enviro_framenum - level.framenum;
443 		if (remaining == 30)	// beginning to fade
444 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
445 		if (remaining > 30 || (remaining & 4) )
446 			SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
447 	}
448 	else if (ent->client->breather_framenum > level.framenum)
449 	{
450 		remaining = ent->client->breather_framenum - level.framenum;
451 		if (remaining == 30)	// beginning to fade
452 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
453 		if (remaining > 30 || (remaining & 4) )
454 			SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
455 	}
456 
457 	// add for damage
458 	if (ent->client->damage_alpha > 0)
459 		SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
460 		,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
461 
462 	if (ent->client->bonus_alpha > 0)
463 		SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
464 
465 	// drop the damage value
466 	ent->client->damage_alpha -= 0.06;
467 	if (ent->client->damage_alpha < 0)
468 		ent->client->damage_alpha = 0;
469 
470 	// drop the bonus value
471 	ent->client->bonus_alpha -= 0.1;
472 	if (ent->client->bonus_alpha < 0)
473 		ent->client->bonus_alpha = 0;
474 }
475 
476 
477 /*
478 =================
479 P_FallingDamage
480 =================
481 */
P_FallingDamage(edict_t * ent)482 void P_FallingDamage (edict_t *ent)
483 {
484 	float	delta;
485 	int		damage;
486 	vec3_t	dir;
487 
488 	if (ent->s.modelindex != 255)
489 		return;		// not in the player model
490 
491 	if (ent->movetype == MOVETYPE_NOCLIP)
492 		return;
493 
494 	if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
495 	{
496 		delta = ent->client->oldvelocity[2];
497 	}
498 	else
499 	{
500 		if (!ent->groundentity)
501 			return;
502 		delta = ent->velocity[2] - ent->client->oldvelocity[2];
503 	}
504 	delta = delta*delta * 0.0001;
505 
506 	// never take falling damage if completely underwater
507 	if (ent->waterlevel == 3)
508 		return;
509 	if (ent->waterlevel == 2)
510 		delta *= 0.25;
511 	if (ent->waterlevel == 1)
512 		delta *= 0.5;
513 
514 	if (delta < 1)
515 		return;
516 
517 	if (delta < 15)
518 	{
519 		ent->s.event = EV_FOOTSTEP;
520 		return;
521 	}
522 
523 	ent->client->fall_value = delta*0.5;
524 	if (ent->client->fall_value > 40)
525 		ent->client->fall_value = 40;
526 	ent->client->fall_time = level.time + FALL_TIME;
527 
528 	if (delta > 30)
529 	{
530 		if (ent->health > 0)
531 		{
532 			if (delta >= 55)
533 				ent->s.event = EV_FALLFAR;
534 			else
535 				ent->s.event = EV_FALL;
536 		}
537 		ent->pain_debounce_time = level.time;	// no normal pain sound
538 		damage = (delta-30)/2;
539 		if (damage < 1)
540 			damage = 1;
541 		VectorSet (dir, 0, 0, 1);
542 
543 		if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
544 			T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
545 	}
546 	else
547 	{
548 		ent->s.event = EV_FALLSHORT;
549 		return;
550 	}
551 }
552 
553 
554 
555 /*
556 =============
557 P_WorldEffects
558 =============
559 */
P_WorldEffects(void)560 void P_WorldEffects (void)
561 {
562 	qboolean	breather;
563 	qboolean	envirosuit;
564 	int			waterlevel, old_waterlevel;
565 
566 	if (current_player->movetype == MOVETYPE_NOCLIP)
567 	{
568 		current_player->air_finished = level.time + 12;	// don't need air
569 		return;
570 	}
571 
572 	waterlevel = current_player->waterlevel;
573 	old_waterlevel = current_client->old_waterlevel;
574 	current_client->old_waterlevel = waterlevel;
575 
576 	breather = current_client->breather_framenum > level.framenum;
577 	envirosuit = current_client->enviro_framenum > level.framenum;
578 
579 	//
580 	// if just entered a water volume, play a sound
581 	//
582 	if (!old_waterlevel && waterlevel)
583 	{
584 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
585 		if (current_player->watertype & CONTENTS_LAVA)
586 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
587 		else if (current_player->watertype & CONTENTS_SLIME)
588 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
589 		else if (current_player->watertype & CONTENTS_WATER)
590 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
591 		current_player->flags |= FL_INWATER;
592 
593 		// clear damage_debounce, so the pain sound will play immediately
594 		current_player->damage_debounce_time = level.time - 1;
595 	}
596 
597 	//
598 	// if just completely exited a water volume, play a sound
599 	//
600 	if (old_waterlevel && ! waterlevel)
601 	{
602 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
603 		gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
604 		current_player->flags &= ~FL_INWATER;
605 	}
606 
607 	//
608 	// check for head just going under water
609 	//
610 	if (old_waterlevel != 3 && waterlevel == 3)
611 	{
612 		gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
613 	}
614 
615 	//
616 	// check for head just coming out of water
617 	//
618 	if (old_waterlevel == 3 && waterlevel != 3)
619 	{
620 		if (current_player->air_finished < level.time)
621 		{	// gasp for air
622 			gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
623 			PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
624 		}
625 		else  if (current_player->air_finished < level.time + 11)
626 		{	// just break surface
627 			gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
628 		}
629 	}
630 
631 	//
632 	// check for drowning
633 	//
634 	if (waterlevel == 3)
635 	{
636 		// breather or envirosuit give air
637 		if (breather || envirosuit)
638 		{
639 			current_player->air_finished = level.time + 10;
640 
641 			if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
642 			{
643 				if (!current_client->breather_sound)
644 					gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
645 				else
646 					gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
647 				current_client->breather_sound ^= 1;
648 				PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
649 				//FIXME: release a bubble?
650 			}
651 		}
652 
653 		// if out of air, start drowning
654 		if (current_player->air_finished < level.time)
655 		{	// drown!
656 			if (current_player->client->next_drown_time < level.time
657 				&& current_player->health > 0)
658 			{
659 				current_player->client->next_drown_time = level.time + 1;
660 
661 				// take more damage the longer underwater
662 				current_player->dmg += 2;
663 				if (current_player->dmg > 15)
664 					current_player->dmg = 15;
665 
666 				// play a gurp sound instead of a normal pain sound
667 				if (current_player->health <= current_player->dmg)
668 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
669 				else if (rand()&1)
670 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
671 				else
672 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
673 
674 				current_player->pain_debounce_time = level.time;
675 
676 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
677 			}
678 		}
679 	}
680 	else
681 	{
682 		current_player->air_finished = level.time + 12;
683 		current_player->dmg = 2;
684 	}
685 
686 	//
687 	// check for sizzle damage
688 	//
689 	if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
690 	{
691 		if (current_player->watertype & CONTENTS_LAVA)
692 		{
693 			if (current_player->health > 0
694 				&& current_player->pain_debounce_time <= level.time
695 				&& current_client->invincible_framenum < level.framenum)
696 			{
697 				if (rand()&1)
698 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
699 				else
700 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
701 				current_player->pain_debounce_time = level.time + 1;
702 			}
703 
704 			if (envirosuit)	// take 1/3 damage with envirosuit
705 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
706 			else
707 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
708 		}
709 
710 		if (current_player->watertype & CONTENTS_SLIME)
711 		{
712 			if (!envirosuit)
713 			{	// no damage from slime with envirosuit
714 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
715 			}
716 		}
717 	}
718 }
719 
720 
721 /*
722 ===============
723 G_SetClientEffects
724 ===============
725 */
G_SetClientEffects(edict_t * ent)726 void G_SetClientEffects (edict_t *ent)
727 {
728 	int		pa_type;
729 	int		remaining;
730 
731 	ent->s.effects = 0;
732 	ent->s.renderfx = 0;
733 
734 	if (ent->health <= 0 || level.intermissiontime)
735 		return;
736 
737 	if (ent->powerarmor_time > level.time)
738 	{
739 		pa_type = PowerArmorType (ent);
740 		if (pa_type == POWER_ARMOR_SCREEN)
741 		{
742 			ent->s.effects |= EF_POWERSCREEN;
743 		}
744 		else if (pa_type == POWER_ARMOR_SHIELD)
745 		{
746 			ent->s.effects |= EF_COLOR_SHELL;
747 			ent->s.renderfx |= RF_SHELL_GREEN;
748 		}
749 	}
750 
751 	if (ent->client->quad_framenum > level.framenum)
752 	{
753 		remaining = ent->client->quad_framenum - level.framenum;
754 		if (remaining > 30 || (remaining & 4) )
755 			ent->s.effects |= EF_QUAD;
756 	}
757 
758 	if (ent->client->invincible_framenum > level.framenum)
759 	{
760 		remaining = ent->client->invincible_framenum - level.framenum;
761 		if (remaining > 30 || (remaining & 4) )
762 			ent->s.effects |= EF_PENT;
763 	}
764 
765 	// show cheaters!!!
766 	if (ent->flags & FL_GODMODE)
767 	{
768 		ent->s.effects |= EF_COLOR_SHELL;
769 		ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
770 	}
771 }
772 
773 
774 /*
775 ===============
776 G_SetClientEvent
777 ===============
778 */
G_SetClientEvent(edict_t * ent)779 void G_SetClientEvent (edict_t *ent)
780 {
781 	if (ent->s.event)
782 		return;
783 
784 	if ( ent->groundentity && xyspeed > 225)
785 	{
786 		if ( (int)(current_client->bobtime+bobmove) != bobcycle )
787 			ent->s.event = EV_FOOTSTEP;
788 	}
789 }
790 
791 /*
792 ===============
793 G_SetClientSound
794 ===============
795 */
G_SetClientSound(edict_t * ent)796 void G_SetClientSound (edict_t *ent)
797 {
798 	char	*weap;
799 
800 	if (ent->client->pers.game_helpchanged != game.helpchanged)
801 	{
802 		ent->client->pers.game_helpchanged = game.helpchanged;
803 		ent->client->pers.helpchanged = 1;
804 	}
805 
806 	// help beep (no more than three times)
807 	if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
808 	{
809 		ent->client->pers.helpchanged++;
810 		gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
811 	}
812 
813 
814 	if (ent->client->pers.weapon)
815 		weap = ent->client->pers.weapon->classname;
816 	else
817 		weap = "";
818 
819 	if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
820 		ent->s.sound = snd_fry;
821 	else if (strcmp(weap, "weapon_railgun") == 0)
822 		ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
823 	else if (strcmp(weap, "weapon_bfg") == 0)
824 		ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
825 	else if (ent->client->weapon_sound)
826 		ent->s.sound = ent->client->weapon_sound;
827 	else
828 		ent->s.sound = 0;
829 }
830 
831 /*
832 ===============
833 G_SetClientFrame
834 ===============
835 */
G_SetClientFrame(edict_t * ent)836 void G_SetClientFrame (edict_t *ent)
837 {
838 	gclient_t	*client;
839 	qboolean	duck, run;
840 
841 	if (ent->s.modelindex != 255)
842 		return;		// not in the player model
843 
844 	client = ent->client;
845 
846 	if (client->ps.pmove.pm_flags & PMF_DUCKED)
847 		duck = true;
848 	else
849 		duck = false;
850 	if (xyspeed)
851 		run = true;
852 	else
853 		run = false;
854 
855 	// check for stand/duck and stop/go transitions
856 	if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
857 		goto newanim;
858 	if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
859 		goto newanim;
860 	if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
861 		goto newanim;
862 
863 	if(client->anim_priority == ANIM_REVERSE)
864 	{
865 		if(ent->s.frame > client->anim_end)
866 		{
867 			ent->s.frame--;
868 			return;
869 		}
870 	}
871 	else if (ent->s.frame < client->anim_end)
872 	{	// continue an animation
873 		ent->s.frame++;
874 		return;
875 	}
876 
877 	if (client->anim_priority == ANIM_DEATH)
878 		return;		// stay there
879 	if (client->anim_priority == ANIM_JUMP)
880 	{
881 		if (!ent->groundentity)
882 			return;		// stay there
883 		ent->client->anim_priority = ANIM_WAVE;
884 		ent->s.frame = FRAME_jump3;
885 		ent->client->anim_end = FRAME_jump6;
886 		return;
887 	}
888 
889 newanim:
890 	// return to either a running or standing frame
891 	client->anim_priority = ANIM_BASIC;
892 	client->anim_duck = duck;
893 	client->anim_run = run;
894 
895 	if (!ent->groundentity)
896 	{
897 		client->anim_priority = ANIM_JUMP;
898 		if (ent->s.frame != FRAME_jump2)
899 			ent->s.frame = FRAME_jump1;
900 		client->anim_end = FRAME_jump2;
901 	}
902 	else if (run)
903 	{	// running
904 		if (duck)
905 		{
906 			ent->s.frame = FRAME_crwalk1;
907 			client->anim_end = FRAME_crwalk6;
908 		}
909 		else
910 		{
911 			ent->s.frame = FRAME_run1;
912 			client->anim_end = FRAME_run6;
913 		}
914 	}
915 	else
916 	{	// standing
917 		if (duck)
918 		{
919 			ent->s.frame = FRAME_crstnd01;
920 			client->anim_end = FRAME_crstnd19;
921 		}
922 		else
923 		{
924 			ent->s.frame = FRAME_stand01;
925 			client->anim_end = FRAME_stand40;
926 		}
927 	}
928 }
929 
930 
931 /*
932 =================
933 ClientEndServerFrame
934 
935 Called for each player at the end of the server frame
936 and right after spawning
937 =================
938 */
ClientEndServerFrame(edict_t * ent)939 void ClientEndServerFrame (edict_t *ent)
940 {
941 	float	bobtime;
942 	int		i;
943 
944 	current_player = ent;
945 	current_client = ent->client;
946 
947 	//
948 	// If the origin or velocity have changed since ClientThink(),
949 	// update the pmove values.  This will happen when the client
950 	// is pushed by a bmodel or kicked by an explosion.
951 	//
952 	// If it wasn't updated here, the view position would lag a frame
953 	// behind the body position when pushed -- "sinking into plats"
954 	//
955 	for (i=0 ; i<3 ; i++)
956 	{
957 		current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
958 		current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
959 	}
960 
961 	//
962 	// If the end of unit layout is displayed, don't give
963 	// the player any normal movement attributes
964 	//
965 	if (level.intermissiontime)
966 	{
967 		// FIXME: add view drifting here?
968 		current_client->ps.blend[3] = 0;
969 		current_client->ps.fov = 90;
970 		G_SetStats (ent);
971 		return;
972 	}
973 
974 	AngleVectors (ent->client->v_angle, forward, right, up);
975 
976 	// burn from lava, etc
977 	P_WorldEffects ();
978 
979 	//
980 	// set model angles from view angles so other things in
981 	// the world can tell which direction you are looking
982 	//
983 	if (ent->client->v_angle[PITCH] > 180)
984 		ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
985 	else
986 		ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
987 	ent->s.angles[YAW] = ent->client->v_angle[YAW];
988 	ent->s.angles[ROLL] = 0;
989 	ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
990 
991 	//
992 	// calculate speed and cycle to be used for
993 	// all cyclic walking effects
994 	//
995 	xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
996 
997 	if (xyspeed < 5)
998 	{
999 		bobmove = 0;
1000 		current_client->bobtime = 0;	// start at beginning of cycle again
1001 	}
1002 	else if (ent->groundentity)
1003 	{	// so bobbing only cycles when on ground
1004 		if (xyspeed > 210)
1005 			bobmove = 0.25;
1006 		else if (xyspeed > 100)
1007 			bobmove = 0.125;
1008 		else
1009 			bobmove = 0.0625;
1010 	}
1011 
1012 	bobtime = (current_client->bobtime += bobmove);
1013 
1014 	if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
1015 		bobtime *= 4;
1016 
1017 	bobcycle = (int)bobtime;
1018 	bobfracsin = fabs(sin(bobtime*M_PI));
1019 
1020 	// detect hitting the floor
1021 	P_FallingDamage (ent);
1022 
1023 	// apply all the damage taken this frame
1024 	P_DamageFeedback (ent);
1025 
1026 	// determine the view offsets
1027 	SV_CalcViewOffset (ent);
1028 
1029 	// determine the gun offsets
1030 	SV_CalcGunOffset (ent);
1031 
1032 	// determine the full screen color blend
1033 	// must be after viewoffset, so eye contents can be
1034 	// accurately determined
1035 	// FIXME: with client prediction, the contents
1036 	// should be determined by the client
1037 	SV_CalcBlend (ent);
1038 
1039 	// chase cam stuff
1040 	if (ent->client->resp.spectator)
1041 		G_SetSpectatorStats(ent);
1042 	else
1043 		G_SetStats (ent);
1044 	G_CheckChaseStats(ent);
1045 
1046 	G_SetClientEvent (ent);
1047 
1048 	G_SetClientEffects (ent);
1049 
1050 	G_SetClientSound (ent);
1051 
1052 	G_SetClientFrame (ent);
1053 
1054 	VectorCopy (ent->velocity, ent->client->oldvelocity);
1055 	VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
1056 
1057 	// clear weapon kicks
1058 	VectorClear (ent->client->kick_origin);
1059 	VectorClear (ent->client->kick_angles);
1060 
1061 	// if the scoreboard is up, update it
1062 	if (ent->client->showscores && !(level.framenum & 31) )
1063 	{
1064 		DeathmatchScoreboardMessage (ent, ent->enemy);
1065 		gi.unicast (ent, false);
1066 	}
1067 }
1068 
1069