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 		if(ent->flags & FL_SAM_RAIMI)
223 		{
224 			ent->client->ps.viewangles[ROLL] = 0;
225 			ent->client->ps.viewangles[PITCH] = 0;
226 		}
227 		else
228 		{
229 			ent->client->ps.viewangles[ROLL] = 40;
230 			ent->client->ps.viewangles[PITCH] = -15;
231 		}
232 		ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
233 	}
234 	else
235 	{
236 		// add angles based on weapon kick
237 
238 		VectorCopy (ent->client->kick_angles, angles);
239 
240 		// add angles based on damage kick
241 
242 		ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
243 		if (ratio < 0)
244 		{
245 			ratio = 0;
246 			ent->client->v_dmg_pitch = 0;
247 			ent->client->v_dmg_roll = 0;
248 		}
249 		angles[PITCH] += ratio * ent->client->v_dmg_pitch;
250 		angles[ROLL] += ratio * ent->client->v_dmg_roll;
251 
252 		// add pitch based on fall kick
253 
254 		ratio = (ent->client->fall_time - level.time) / FALL_TIME;
255 		if (ratio < 0)
256 			ratio = 0;
257 		angles[PITCH] += ratio * ent->client->fall_value;
258 
259 		// add angles based on velocity
260 
261 		delta = DotProduct (ent->velocity, forward);
262 		angles[PITCH] += delta*run_pitch->value;
263 
264 		delta = DotProduct (ent->velocity, right);
265 		angles[ROLL] += delta*run_roll->value;
266 
267 		// add angles based on bob
268 
269 		delta = bobfracsin * bob_pitch->value * xyspeed;
270 		if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
271 			delta *= 6;		// crouching
272 		angles[PITCH] += delta;
273 		delta = bobfracsin * bob_roll->value * xyspeed;
274 		if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
275 			delta *= 6;		// crouching
276 		if (bobcycle & 1)
277 			delta = -delta;
278 		angles[ROLL] += delta;
279 	}
280 
281 //===================================
282 
283 	// base origin
284 
285 	VectorClear (v);
286 
287 	// add view height
288 
289 	v[2] += ent->viewheight;
290 
291 	// add fall height
292 
293 	ratio = (ent->client->fall_time - level.time) / FALL_TIME;
294 	if (ratio < 0)
295 		ratio = 0;
296 	v[2] -= ratio * ent->client->fall_value * 0.4;
297 
298 	// add bob height
299 
300 	bob = bobfracsin * xyspeed * bob_up->value;
301 	if (bob > 6)
302 		bob = 6;
303 	//gi.DebugGraph (bob *2, 255);
304 	v[2] += bob;
305 
306 	// add kick offset
307 
308 	VectorAdd (v, ent->client->kick_origin, v);
309 
310 	// absolutely bound offsets
311 	// so the view can never be outside the player box
312 
313 	if (v[0] < -14)
314 		v[0] = -14;
315 	else if (v[0] > 14)
316 		v[0] = 14;
317 	if (v[1] < -14)
318 		v[1] = -14;
319 	else if (v[1] > 14)
320 		v[1] = 14;
321 	if (v[2] < -22)
322 		v[2] = -22;
323 	else if (v[2] > 30)
324 		v[2] = 30;
325 
326 	VectorCopy (v, ent->client->ps.viewoffset);
327 }
328 
329 /*
330 ==============
331 SV_CalcGunOffset
332 ==============
333 */
SV_CalcGunOffset(edict_t * ent)334 void SV_CalcGunOffset (edict_t *ent)
335 {
336 	int		i;
337 	float	delta;
338 	//ROGUE
339 	static gitem_t	*heatbeam;
340 
341 	if (!heatbeam)
342 		heatbeam = FindItemByClassname ("weapon_plasmabeam");
343 
344 	//ROGUE - heatbeam shouldn't bob so the beam looks right
345 	if (ent->client->pers.weapon != heatbeam)
346 	{
347 	// ROGUE
348 		// gun angles from bobbing
349 		ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
350 		ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
351 		if (bobcycle & 1)
352 		{
353 			ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
354 			ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
355 		}
356 
357 		ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
358 
359 		// gun angles from delta movement
360 		for (i=0 ; i<3 ; i++)
361 		{
362 			delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
363 			if (delta > 180)
364 				delta -= 360;
365 			if (delta < -180)
366 				delta += 360;
367 			if (delta > 45)
368 				delta = 45;
369 			if (delta < -45)
370 				delta = -45;
371 			if (i == YAW)
372 				ent->client->ps.gunangles[ROLL] += 0.1*delta;
373 			ent->client->ps.gunangles[i] += 0.2 * delta;
374 		}
375 	}
376 	// ROGUE
377 	else
378 	{
379 		for (i=0; i<3; i++)
380 			ent->client->ps.gunangles[i] = 0;
381 	}
382 	//ROGUE
383 
384 	// gun height
385 	VectorClear (ent->client->ps.gunoffset);
386 //	ent->ps->gunorigin[2] += bob;
387 
388 	// gun_x / gun_y / gun_z are development tools
389 	for (i=0 ; i<3 ; i++)
390 	{
391 		ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
392 		ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
393 		ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
394 	}
395 }
396 
397 
398 /*
399 =============
400 SV_AddBlend
401 =============
402 */
SV_AddBlend(float r,float g,float b,float a,float * v_blend)403 void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
404 {
405 	float	a2, a3;
406 
407 	if (a <= 0)
408 		return;
409 	a2 = v_blend[3] + (1-v_blend[3])*a;	// new total alpha
410 	a3 = v_blend[3]/a2;		// fraction of color from old
411 
412 	v_blend[0] = v_blend[0]*a3 + r*(1-a3);
413 	v_blend[1] = v_blend[1]*a3 + g*(1-a3);
414 	v_blend[2] = v_blend[2]*a3 + b*(1-a3);
415 	v_blend[3] = a2;
416 }
417 
418 
419 /*
420 =============
421 SV_CalcBlend
422 =============
423 */
SV_CalcBlend(edict_t * ent)424 void SV_CalcBlend (edict_t *ent)
425 {
426 	int		contents;
427 	vec3_t	vieworg;
428 	int		remaining;
429 
430 	ent->client->ps.blend[0] = ent->client->ps.blend[1] =
431 		ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
432 
433 	// add for contents
434 	VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
435 	contents = gi.pointcontents (vieworg);
436 	if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
437 		ent->client->ps.rdflags |= RDF_UNDERWATER;
438 	else
439 		ent->client->ps.rdflags &= ~RDF_UNDERWATER;
440 
441 	if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
442 		SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
443 	else if (contents & CONTENTS_SLIME)
444 		SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
445 	else if (contents & CONTENTS_WATER)
446 		SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
447 
448 	// add for powerups
449 	if (ent->client->quad_framenum > level.framenum)
450 	{
451 		remaining = ent->client->quad_framenum - level.framenum;
452 		if (remaining == 30)	// beginning to fade
453 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
454 		if (remaining > 30 || (remaining & 4) )
455 			SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
456 	}
457 	// PMM - double damage
458 	else if (ent->client->double_framenum > level.framenum)
459 	{
460 		remaining = ent->client->double_framenum - level.framenum;
461 		if (remaining == 30)	// beginning to fade
462 			gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0);
463 		if (remaining > 30 || (remaining & 4) )
464 			SV_AddBlend (0.9, 0.7, 0, 0.08, ent->client->ps.blend);
465 	}
466 	// PMM
467 	else if (ent->client->invincible_framenum > level.framenum)
468 	{
469 		remaining = ent->client->invincible_framenum - level.framenum;
470 		if (remaining == 30)	// beginning to fade
471 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
472 		if (remaining > 30 || (remaining & 4) )
473 			SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
474 	}
475 	else if (ent->client->enviro_framenum > level.framenum)
476 	{
477 		remaining = ent->client->enviro_framenum - level.framenum;
478 		if (remaining == 30)	// beginning to fade
479 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
480 		if (remaining > 30 || (remaining & 4) )
481 			SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
482 	}
483 	else if (ent->client->breather_framenum > level.framenum)
484 	{
485 		remaining = ent->client->breather_framenum - level.framenum;
486 		if (remaining == 30)	// beginning to fade
487 			gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
488 		if (remaining > 30 || (remaining & 4) )
489 			SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
490 	}
491 
492 //PGM
493 	if(ent->client->nuke_framenum > level.framenum)
494 	{
495 		float brightness;
496 		brightness = (ent->client->nuke_framenum - level.framenum) / 20.0;
497 		SV_AddBlend (1, 1, 1, brightness, ent->client->ps.blend);
498 	}
499 	if (ent->client->ir_framenum > level.framenum)
500 	{
501 		remaining = ent->client->ir_framenum - level.framenum;
502 		if(remaining > 30 || (remaining & 4))
503 		{
504 			ent->client->ps.rdflags |= RDF_IRGOGGLES;
505 			SV_AddBlend (1, 0, 0, 0.2, ent->client->ps.blend);
506 		}
507 		else
508 			ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
509 	}
510 	else
511 	{
512 		ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
513 	}
514 //PGM
515 
516 	// add for damage
517 	if (ent->client->damage_alpha > 0)
518 		SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
519 		,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
520 
521 	if (ent->client->bonus_alpha > 0)
522 		SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
523 
524 	// drop the damage value
525 	ent->client->damage_alpha -= 0.06;
526 	if (ent->client->damage_alpha < 0)
527 		ent->client->damage_alpha = 0;
528 
529 	// drop the bonus value
530 	ent->client->bonus_alpha -= 0.1;
531 	if (ent->client->bonus_alpha < 0)
532 		ent->client->bonus_alpha = 0;
533 }
534 
535 
536 /*
537 =================
538 P_FallingDamage
539 =================
540 */
P_FallingDamage(edict_t * ent)541 void P_FallingDamage (edict_t *ent)
542 {
543 	float	delta;
544 	int		damage;
545 	vec3_t	dir;
546 
547 	if (ent->s.modelindex != 255)
548 		return;		// not in the player model
549 
550 	if (ent->movetype == MOVETYPE_NOCLIP)
551 		return;
552 
553 	if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
554 	{
555 		delta = ent->client->oldvelocity[2];
556 	}
557 	else
558 	{
559 		if (!ent->groundentity)
560 			return;
561 		delta = ent->velocity[2] - ent->client->oldvelocity[2];
562 	}
563 	delta = delta*delta * 0.0001;
564 
565 	// never take falling damage if completely underwater
566 	if (ent->waterlevel == 3)
567 		return;
568 	if (ent->waterlevel == 2)
569 		delta *= 0.25;
570 	if (ent->waterlevel == 1)
571 		delta *= 0.5;
572 
573 	if (delta < 1)
574 		return;
575 
576 	if (delta < 15)
577 	{
578 		ent->s.event = EV_FOOTSTEP;
579 		return;
580 	}
581 
582 	ent->client->fall_value = delta*0.5;
583 	if (ent->client->fall_value > 40)
584 		ent->client->fall_value = 40;
585 	ent->client->fall_time = level.time + FALL_TIME;
586 
587 	if (delta > 30)
588 	{
589 		if (ent->health > 0)
590 		{
591 			if (delta >= 55)
592 				ent->s.event = EV_FALLFAR;
593 			else
594 				ent->s.event = EV_FALL;
595 		}
596 		ent->pain_debounce_time = level.time;	// no normal pain sound
597 		damage = (delta-30)/2;
598 		if (damage < 1)
599 			damage = 1;
600 		VectorSet (dir, 0, 0, 1);
601 
602 		if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
603 			T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
604 	}
605 	else
606 	{
607 		ent->s.event = EV_FALLSHORT;
608 		return;
609 	}
610 }
611 
612 
613 
614 /*
615 =============
616 P_WorldEffects
617 =============
618 */
P_WorldEffects(void)619 void P_WorldEffects (void)
620 {
621 	qboolean	breather;
622 	qboolean	envirosuit;
623 	int			waterlevel, old_waterlevel;
624 
625 	if (current_player->movetype == MOVETYPE_NOCLIP)
626 	{
627 		current_player->air_finished = level.time + 12;	// don't need air
628 		return;
629 	}
630 
631 	waterlevel = current_player->waterlevel;
632 	old_waterlevel = current_client->old_waterlevel;
633 	current_client->old_waterlevel = waterlevel;
634 
635 	breather = current_client->breather_framenum > level.framenum;
636 	envirosuit = current_client->enviro_framenum > level.framenum;
637 
638 	//
639 	// if just entered a water volume, play a sound
640 	//
641 	if (!old_waterlevel && waterlevel)
642 	{
643 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
644 		if (current_player->watertype & CONTENTS_LAVA)
645 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
646 		else if (current_player->watertype & CONTENTS_SLIME)
647 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
648 		else if (current_player->watertype & CONTENTS_WATER)
649 			gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
650 		current_player->flags |= FL_INWATER;
651 
652 		// clear damage_debounce, so the pain sound will play immediately
653 		current_player->damage_debounce_time = level.time - 1;
654 	}
655 
656 	//
657 	// if just completely exited a water volume, play a sound
658 	//
659 	if (old_waterlevel && ! waterlevel)
660 	{
661 		PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
662 		gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
663 		current_player->flags &= ~FL_INWATER;
664 	}
665 
666 	//
667 	// check for head just going under water
668 	//
669 	if (old_waterlevel != 3 && waterlevel == 3)
670 	{
671 		gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
672 	}
673 
674 	//
675 	// check for head just coming out of water
676 	//
677 	if (old_waterlevel == 3 && waterlevel != 3)
678 	{
679 		if (current_player->air_finished < level.time)
680 		{	// gasp for air
681 			gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
682 			PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
683 		}
684 		else  if (current_player->air_finished < level.time + 11)
685 		{	// just break surface
686 			gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
687 		}
688 	}
689 
690 	//
691 	// check for drowning
692 	//
693 	if (waterlevel == 3)
694 	{
695 		// breather or envirosuit give air
696 		if (breather || envirosuit)
697 		{
698 			current_player->air_finished = level.time + 10;
699 
700 			if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
701 			{
702 				if (!current_client->breather_sound)
703 					gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
704 				else
705 					gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
706 				current_client->breather_sound ^= 1;
707 				PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
708 				//FIXME: release a bubble?
709 			}
710 		}
711 
712 		// if out of air, start drowning
713 		if (current_player->air_finished < level.time)
714 		{	// drown!
715 			if (current_player->client->next_drown_time < level.time
716 				&& current_player->health > 0)
717 			{
718 				current_player->client->next_drown_time = level.time + 1;
719 
720 				// take more damage the longer underwater
721 				current_player->dmg += 2;
722 				if (current_player->dmg > 15)
723 					current_player->dmg = 15;
724 
725 				// play a gurp sound instead of a normal pain sound
726 				if (current_player->health <= current_player->dmg)
727 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
728 				else if (rand()&1)
729 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
730 				else
731 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
732 
733 				current_player->pain_debounce_time = level.time;
734 
735 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
736 			}
737 		}
738 	}
739 	else
740 	{
741 		current_player->air_finished = level.time + 12;
742 		current_player->dmg = 2;
743 	}
744 
745 	//
746 	// check for sizzle damage
747 	//
748 	if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
749 	{
750 		if (current_player->watertype & CONTENTS_LAVA)
751 		{
752 			if (current_player->health > 0
753 				&& current_player->pain_debounce_time <= level.time
754 				&& current_client->invincible_framenum < level.framenum)
755 			{
756 				if (rand()&1)
757 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
758 				else
759 					gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
760 				current_player->pain_debounce_time = level.time + 1;
761 			}
762 
763 			if (envirosuit)	// take 1/3 damage with envirosuit
764 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
765 			else
766 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
767 		}
768 
769 		if (current_player->watertype & CONTENTS_SLIME)
770 		{
771 			if (!envirosuit)
772 			{	// no damage from slime with envirosuit
773 				T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
774 			}
775 		}
776 	}
777 }
778 
779 
780 /*
781 ===============
782 G_SetClientEffects
783 ===============
784 */
G_SetClientEffects(edict_t * ent)785 void G_SetClientEffects (edict_t *ent)
786 {
787 	int		pa_type;
788 	int		remaining;
789 
790 	ent->s.effects = 0;
791 //	ent->s.renderfx = 0;
792 
793 	// PGM - player is always ir visible, even dead.
794 	ent->s.renderfx = RF_IR_VISIBLE;
795 
796 	if (ent->health <= 0 || level.intermissiontime)
797 		return;
798 
799 //=========
800 //PGM
801 	if(ent->flags & FL_DISGUISED)
802 		ent->s.renderfx |= RF_USE_DISGUISE;
803 
804 	if (gamerules && gamerules->value)
805 	{
806 		if(DMGame.PlayerEffects)
807 			DMGame.PlayerEffects(ent);
808 	}
809 //PGM
810 //=========
811 
812 	if (ent->powerarmor_time > level.time)
813 	{
814 		pa_type = PowerArmorType (ent);
815 		if (pa_type == POWER_ARMOR_SCREEN)
816 		{
817 			ent->s.effects |= EF_POWERSCREEN;
818 		}
819 		else if (pa_type == POWER_ARMOR_SHIELD)
820 		{
821 			ent->s.effects |= EF_COLOR_SHELL;
822 			ent->s.renderfx |= RF_SHELL_GREEN;
823 		}
824 	}
825 
826 	if (ent->client->quad_framenum > level.framenum)
827 	{
828 		remaining = ent->client->quad_framenum - level.framenum;
829 		if (remaining > 30 || (remaining & 4) )
830 			ent->s.effects |= EF_QUAD;
831 	}
832 
833 //=======
834 //ROGUE
835 	if (ent->client->double_framenum > level.framenum)
836 	{
837 		remaining = ent->client->double_framenum - level.framenum;
838 		if (remaining > 30 || (remaining & 4) )
839 			ent->s.effects |= EF_DOUBLE;
840 	}
841 	if ((ent->client->owned_sphere) && (ent->client->owned_sphere->spawnflags == 1))
842 	{
843 		ent->s.effects |= EF_HALF_DAMAGE;
844 	}
845 	if (ent->client->tracker_pain_framenum > level.framenum)
846 	{
847 		ent->s.effects |= EF_TRACKERTRAIL;
848 	}
849 //ROGUE
850 //=======
851 
852 	if (ent->client->invincible_framenum > level.framenum)
853 	{
854 		remaining = ent->client->invincible_framenum - level.framenum;
855 		if (remaining > 30 || (remaining & 4) )
856 			ent->s.effects |= EF_PENT;
857 	}
858 
859 	// show cheaters!!!
860 	if (ent->flags & FL_GODMODE)
861 	{
862 		ent->s.effects |= EF_COLOR_SHELL;
863 		ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
864 	}
865 
866 //PGM
867 /*
868 	if (ent->client->torch_framenum > level.framenum)
869 	{
870 		gi.WriteByte (svc_temp_entity);
871 		gi.WriteByte (TE_FLASHLIGHT);
872 		gi.WritePosition (ent->s.origin);
873 		gi.WriteShort (ent - g_edicts);
874 		gi.multicast (ent->s.origin, MULTICAST_PVS);
875 	}
876 */
877 //PGM
878 }
879 
880 
881 /*
882 ===============
883 G_SetClientEvent
884 ===============
885 */
G_SetClientEvent(edict_t * ent)886 void G_SetClientEvent (edict_t *ent)
887 {
888 	if (ent->s.event)
889 		return;
890 
891 	if ( ent->groundentity && xyspeed > 225)
892 	{
893 		if ( (int)(current_client->bobtime+bobmove) != bobcycle )
894 			ent->s.event = EV_FOOTSTEP;
895 	}
896 }
897 
898 /*
899 ===============
900 G_SetClientSound
901 ===============
902 */
G_SetClientSound(edict_t * ent)903 void G_SetClientSound (edict_t *ent)
904 {
905 	char	*weap;
906 
907 	if (ent->client->pers.game_helpchanged != game.helpchanged)
908 	{
909 		ent->client->pers.game_helpchanged = game.helpchanged;
910 		ent->client->pers.helpchanged = 1;
911 	}
912 
913 	// help beep (no more than three times)
914 	if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
915 	{
916 		ent->client->pers.helpchanged++;
917 		gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
918 	}
919 
920 
921 	if (ent->client->pers.weapon)
922 		weap = ent->client->pers.weapon->classname;
923 	else
924 		weap = "";
925 
926 	if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
927 		ent->s.sound = snd_fry;
928 	else if (strcmp(weap, "weapon_railgun") == 0)
929 		ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
930 	else if (strcmp(weap, "weapon_bfg") == 0)
931 		ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
932 	else if (ent->client->weapon_sound)
933 		ent->s.sound = ent->client->weapon_sound;
934 	else
935 		ent->s.sound = 0;
936 }
937 
938 /*
939 ===============
940 G_SetClientFrame
941 ===============
942 */
G_SetClientFrame(edict_t * ent)943 void G_SetClientFrame (edict_t *ent)
944 {
945 	gclient_t	*client;
946 	qboolean	duck, run;
947 
948 	if (ent->s.modelindex != 255)
949 		return;		// not in the player model
950 
951 	client = ent->client;
952 
953 	if (client->ps.pmove.pm_flags & PMF_DUCKED)
954 		duck = true;
955 	else
956 		duck = false;
957 	if (xyspeed)
958 		run = true;
959 	else
960 		run = false;
961 
962 	// check for stand/duck and stop/go transitions
963 	if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
964 		goto newanim;
965 	if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
966 		goto newanim;
967 	if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
968 		goto newanim;
969 
970 	if(client->anim_priority == ANIM_REVERSE)
971 	{
972 		if(ent->s.frame > client->anim_end)
973 		{
974 			ent->s.frame--;
975 			return;
976 		}
977 	}
978 	else if (ent->s.frame < client->anim_end)
979 	{	// continue an animation
980 		ent->s.frame++;
981 		return;
982 	}
983 
984 	if (client->anim_priority == ANIM_DEATH)
985 		return;		// stay there
986 	if (client->anim_priority == ANIM_JUMP)
987 	{
988 		if (!ent->groundentity)
989 			return;		// stay there
990 		ent->client->anim_priority = ANIM_WAVE;
991 		ent->s.frame = FRAME_jump3;
992 		ent->client->anim_end = FRAME_jump6;
993 		return;
994 	}
995 
996 newanim:
997 	// return to either a running or standing frame
998 	client->anim_priority = ANIM_BASIC;
999 	client->anim_duck = duck;
1000 	client->anim_run = run;
1001 
1002 	if (!ent->groundentity)
1003 	{
1004 		client->anim_priority = ANIM_JUMP;
1005 		if (ent->s.frame != FRAME_jump2)
1006 			ent->s.frame = FRAME_jump1;
1007 		client->anim_end = FRAME_jump2;
1008 	}
1009 	else if (run)
1010 	{	// running
1011 		if (duck)
1012 		{
1013 			ent->s.frame = FRAME_crwalk1;
1014 			client->anim_end = FRAME_crwalk6;
1015 		}
1016 		else
1017 		{
1018 			ent->s.frame = FRAME_run1;
1019 			client->anim_end = FRAME_run6;
1020 		}
1021 	}
1022 	else
1023 	{	// standing
1024 		if (duck)
1025 		{
1026 			ent->s.frame = FRAME_crstnd01;
1027 			client->anim_end = FRAME_crstnd19;
1028 		}
1029 		else
1030 		{
1031 			ent->s.frame = FRAME_stand01;
1032 			client->anim_end = FRAME_stand40;
1033 		}
1034 	}
1035 }
1036 
1037 
1038 /*
1039 =================
1040 ClientEndServerFrame
1041 
1042 Called for each player at the end of the server frame
1043 and right after spawning
1044 =================
1045 */
ClientEndServerFrame(edict_t * ent)1046 void ClientEndServerFrame (edict_t *ent)
1047 {
1048 	float	bobtime;
1049 	int		i;
1050 
1051 	current_player = ent;
1052 	current_client = ent->client;
1053 
1054 	//
1055 	// If the origin or velocity have changed since ClientThink(),
1056 	// update the pmove values.  This will happen when the client
1057 	// is pushed by a bmodel or kicked by an explosion.
1058 	//
1059 	// If it wasn't updated here, the view position would lag a frame
1060 	// behind the body position when pushed -- "sinking into plats"
1061 	//
1062 	for (i=0 ; i<3 ; i++)
1063 	{
1064 		current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
1065 		current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
1066 	}
1067 
1068 	//
1069 	// If the end of unit layout is displayed, don't give
1070 	// the player any normal movement attributes
1071 	//
1072 	if (level.intermissiontime)
1073 	{
1074 		// FIXME: add view drifting here?
1075 		current_client->ps.blend[3] = 0;
1076 		current_client->ps.fov = 90;
1077 		G_SetStats (ent);
1078 		return;
1079 	}
1080 
1081 	AngleVectors (ent->client->v_angle, forward, right, up);
1082 
1083 	// burn from lava, etc
1084 	P_WorldEffects ();
1085 
1086 	//
1087 	// set model angles from view angles so other things in
1088 	// the world can tell which direction you are looking
1089 	//
1090 	if (ent->client->v_angle[PITCH] > 180)
1091 		ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
1092 	else
1093 		ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
1094 	ent->s.angles[YAW] = ent->client->v_angle[YAW];
1095 	ent->s.angles[ROLL] = 0;
1096 	ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
1097 
1098 	//
1099 	// calculate speed and cycle to be used for
1100 	// all cyclic walking effects
1101 	//
1102 	xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
1103 
1104 	if (xyspeed < 5)
1105 	{
1106 		bobmove = 0;
1107 		current_client->bobtime = 0;	// start at beginning of cycle again
1108 	}
1109 	else if (ent->groundentity)
1110 	{	// so bobbing only cycles when on ground
1111 		if (xyspeed > 210)
1112 			bobmove = 0.25;
1113 		else if (xyspeed > 100)
1114 			bobmove = 0.125;
1115 		else
1116 			bobmove = 0.0625;
1117 	}
1118 
1119 	bobtime = (current_client->bobtime += bobmove);
1120 
1121 	if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
1122 		bobtime *= 4;
1123 
1124 	bobcycle = (int)bobtime;
1125 	bobfracsin = fabs(sin(bobtime*M_PI));
1126 
1127 	// detect hitting the floor
1128 	P_FallingDamage (ent);
1129 
1130 	// apply all the damage taken this frame
1131 	P_DamageFeedback (ent);
1132 
1133 	// determine the view offsets
1134 	SV_CalcViewOffset (ent);
1135 
1136 	// determine the gun offsets
1137 	SV_CalcGunOffset (ent);
1138 
1139 	// determine the full screen color blend
1140 	// must be after viewoffset, so eye contents can be
1141 	// accurately determined
1142 	// FIXME: with client prediction, the contents
1143 	// should be determined by the client
1144 	SV_CalcBlend (ent);
1145 
1146 	// chase cam stuff
1147 	if (ent->client->resp.spectator)
1148 		G_SetSpectatorStats(ent);
1149 	else
1150 		G_SetStats (ent);
1151 
1152 	G_CheckChaseStats(ent);
1153 
1154 	G_SetClientEvent (ent);
1155 
1156 	G_SetClientEffects (ent);
1157 
1158 	G_SetClientSound (ent);
1159 
1160 	G_SetClientFrame (ent);
1161 
1162 	VectorCopy (ent->velocity, ent->client->oldvelocity);
1163 	VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
1164 
1165 	// clear weapon kicks
1166 	VectorClear (ent->client->kick_origin);
1167 	VectorClear (ent->client->kick_angles);
1168 
1169 	// if the scoreboard is up, update it
1170 	if (ent->client->showscores && !(level.framenum & 31) )
1171 	{
1172 		DeathmatchScoreboardMessage (ent, ent->enemy);
1173 		gi.unicast (ent, false);
1174 	}
1175 }
1176 
1177