/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "g_local.h" #include "entity.h" #include "game.h" // FIXME: OLD Q3 CODE #if 0 /* =============== G_DamageFeedback Called just before a snapshot is sent to the given player. Totals up all damage and generates both the player_state_t damage values to that client for pain blends and kicks, and global pain sound events for all clients. =============== */ void P_DamageFeedback( gentity_t *player ) { gclient_t *client; float count; vec3_t angles; client = player->client; if ( client->ps.pm_type == PM_DEAD ) { return; } // total points of damage shot at the player this frame count = client->damage_blood + client->damage_armor; if ( count == 0 ) { return; // didn't take any damage } if ( count > 255 ) { count = 255; } // send the information to the client //// world damage (falling, slime, etc) uses a special code //// to make the blend blob centered instead of positional //if ( client->damage_fromWorld ) { // client->ps.damagePitch = 255; // client->ps.damageYaw = 255; // client->damage_fromWorld = qfalse; //} else { // vectoangles( client->damage_from, angles ); // client->ps.damagePitch = angles[PITCH]/360.0 * 256; // client->ps.damageYaw = angles[YAW]/360.0 * 256; //} // play an apropriate pain sound if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) { player->pain_debounce_time = level.time + 700; //G_AddEvent( player, EV_PAIN, player->health ); //client->ps.damageEvent++; } // client->ps.damageCount = count; // // clear totals // client->damage_blood = 0; client->damage_armor = 0; client->damage_knockback = 0; } /* ============= P_WorldEffects Check for lava / slime contents and drowning ============= */ void P_WorldEffects( gentity_t *ent ) { qboolean envirosuit; int waterlevel; if ( ent->client->noclip ) { ent->client->airOutTime = level.time + 12000; // don't need air return; } waterlevel = ent->waterlevel; // envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time; // // check for drowning // if ( waterlevel == 3 ) { // envirosuit give air //if ( envirosuit ) { // ent->client->airOutTime = level.time + 10000; //} // if out of air, start drowning if ( ent->client->airOutTime < level.time) { // drown! ent->client->airOutTime += 1000; if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav")); } else if (rand()&1) { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav")); } else { G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav")); } // don't play a normal pain sound ent->pain_debounce_time = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->pain_debounce_time <= level.time ) { if ( envirosuit ) { // G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 ); } else { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 30*waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 10*waterlevel, 0, MOD_SLIME); } } } } } /* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int msec; usercmd_t *ucmd; try { if( ent->entity ) { current_ucmd = &ent->client->pers.cmd; ent->entity->ProcessEvent( EV_ClientMove ); current_ucmd = NULL; } } catch( const char *error ) { G_ExitWithError( error ); } return; client = ent->client; // don't think if the client is not yet connected (and thus not yet spawned in) if (client->pers.connected != CON_CONNECTED) { return; } // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; // sanity check the command time to prevent speedup cheating if ( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if ( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) { return; } if ( msec > 200 ) { msec = 200; } if ( pmove_msec.integer < 8 ) { gi.Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { gi.Cvar_Set("pmove_msec", "33"); } if ( pmove_fixed.integer || client->pers.pmoveFixed ) { ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if ( level.intermissiontime ) { ClientIntermissionThink( client ); return; } // spectators don't do much /*if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { return; } SpectatorThink( ent, ucmd ); return; }*/ // check for inactivity timer, but never drop the local client of a non-dedicated server if ( !ClientInactivityTimer( client ) ) { return; } if ( client->noclip ) { client->ps.pm_type = PM_NOCLIP; } else if ( client->ps.stats[STAT_HEALTH] <= 0 ) { client->ps.pm_type = PM_DEAD; } else { client->ps.pm_type = PM_NORMAL; } client->ps.gravity = sv_gravity->value; // set speed client->ps.speed = sv_runspeed->value; #ifdef MISSIONPACK if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { client->ps.speed *= 1.5; } else #endif memset (&pm, 0, sizeof(pm)); if ( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } #ifdef MISSIONPACK // check for invulnerability expansion before doing the Pmove if (client->ps.powerups[PW_INVULNERABILITY] ) { if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) { vec3_t mins = { -42, -42, -42 }; vec3_t maxs = { 42, 42, 42 }; vec3_t oldmins, oldmaxs; VectorCopy (ent->r.mins, oldmins); VectorCopy (ent->r.maxs, oldmaxs); // expand VectorCopy (mins, ent->r.mins); VectorCopy (maxs, ent->r.maxs); gi.LinkEntity(ent); // check if this would get anyone stuck in this player if ( !StuckInOtherClient(ent) ) { // set flag so the expanded size will be set in PM_CheckDuck client->ps.pm_flags |= PMF_INVULEXPAND; } // set back VectorCopy (oldmins, ent->r.mins); VectorCopy (oldmaxs, ent->r.maxs); gi.LinkEntity(ent); } } #endif pm.ps = &client->ps; pm.cmd = *ucmd; if ( pm.ps->pm_type == PM_DEAD ) { pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else if ( ent->r.svFlags & SVF_BOT ) { pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP; } else { pm.tracemask = MASK_PLAYERSOLID; } pm.trace = gi.Trace; pm.pointcontents = gi.PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = ( dmflags->integer & DF_NO_FOOTSTEPS ) > 0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; VectorCopy( client->ps.origin, client->oldOrigin ); #ifdef MISSIONPACK if (level.intermissionQueued != 0 && g_singlePlayer.integer) { if ( level.time - level.intermissionQueued >= 1000 ) { pm.cmd.buttons = 0; pm.cmd.forwardmove = 0; pm.cmd.rightmove = 0; pm.cmd.upmove = 0; if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) { gi.SendConsoleCommand( EXEC_APPEND, "centerview\n"); } ent->client->ps.pm_type = PM_SPINTERMISSION; } } Pmove (&pm); #else Pmove (&pm); #endif // save results of pmove if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } // SendPendingPredictableEvents( &ent->client->ps ); //if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { // client->fireHeld = qfalse; // for grapple //} // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.origin, ent->r.currentOrigin ); VectorCopy (pm.mins, ent->r.mins); VectorCopy (pm.maxs, ent->r.maxs); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // link entity now, after any personal teleporters have been used gi.LinkEntity (ent); if ( !ent->client->noclip ) { G_TouchTriggers( ent ); } // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); //test for solid areas in the AAS file //BotTestAAS(ent->r.currentOrigin); // touch other objects ClientImpacts( ent, &pm ); // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; // check for respawning if ( client->ps.stats[STAT_HEALTH] <= 0 ) { // wait for the attack button to be pressed if ( level.time > client->respawnTime ) { // forcerespawn is to prevent users from waiting out powerups if ( g_forcerespawn.integer > 0 && ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) { respawn( ent ); return; } // pressing attack or use is the normal respawn method if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE ) ) { respawn( ent ); } } return; } if(client->buttons & BUTTON_USE) { ClientUse(ent); } else { ent->lastUseEntity = ENTITYNUM_NONE; } // perform once-a-second actions ClientTimerActions( ent, msec ); } void G_RunClient( gentity_t *ent ) { if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { return; } ent->client->pers.cmd.serverTime = level.time; ClientThink_real( ent ); } /* ============== ClientEndFrame Called at the end of each server frame for each connected client A fast client will have multiple ClientThink for each ClientEdFrame, while a slow client may have multiple ClientEndFrame between ClientThink. ============== */ void ClientEndFrame( gentity_t *ent ) { int i; clientPersistant_t *pers; if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { SpectatorClientEndFrame( ent ); return; } pers = &ent->client->pers; // turn off any expired powerups //for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { // if ( ent->client->ps.powerups[ i ] < level.time ) { // ent->client->ps.powerups[ i ] = 0; // } //} #ifdef MISSIONPACK // set powerup for player animation if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { ent->client->ps.powerups[PW_GUARD] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { ent->client->ps.powerups[PW_SCOUT] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) { ent->client->ps.powerups[PW_DOUBLER] = level.time; } if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { ent->client->ps.powerups[PW_AMMOREGEN] = level.time; } if ( ent->client->invulnerabilityTime > level.time ) { ent->client->ps.powerups[PW_INVULNERABILITY] = level.time; } #endif // save network bandwidth #if 0 if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) { // FIXME: this must change eventually for non-sync demo recording VectorClear( ent->client->ps.viewangles ); } #endif // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if ( level.intermissiontime ) { return; } // burn from lava, etc P_WorldEffects (ent); // apply all the damage taken this frame P_DamageFeedback (ent); // add the EF_CONNECTION flag if we haven't gotten commands recently if ( level.time - ent->client->lastCmdTime > 1000 ) { ent->s.eFlags |= EF_CONNECTION; } else { ent->s.eFlags &= ~EF_CONNECTION; } ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health... G_SetClientSound (ent); // set the latest infor if (g_smoothClients.integer) { BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); } else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } SendPendingPredictableEvents( &ent->client->ps ); // set the bit for the reachability area the client is currently in // i = GBot_AAS_PointReachabilityAreaIndex( ent->client->ps.origin ); // ent->client->areabits[i >> 3] |= 1 << (i & 7); } /* ============== ClientImpacts ============== */ void ClientImpacts( gentity_t *ent, pmove_t *pm ) { int i, j; trace_t trace; gentity_t *other; memset( &trace, 0, sizeof( trace ) ); for (i=0 ; inumtouch ; i++) { for (j=0 ; jtouchents[j] == pm->touchents[i] ) { break; } } if (j != i) { continue; // duplicated } other = &g_entities[ pm->touchents[i] ]; if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) { ent->touch( ent, other, &trace ); } if ( !other->touch ) { continue; } other->touch( other, ent, &trace ); } } /* ================= ClientInactivityTimer Returns qfalse if the client is dropped ================= */ qboolean ClientInactivityTimer( gclient_t *client ) { if ( ! g_inactivity.integer ) { // give everyone some time, so if the operator sets g_inactivity during // gameplay, everyone isn't kicked client->inactivityTime = level.time + 60 * 1000; client->inactivityWarning = qfalse; } else if ( client->pers.cmd.forwardmove || client->pers.cmd.rightmove || client->pers.cmd.upmove || (client->pers.cmd.buttons & BUTTON_ATTACK) ) { client->inactivityTime = level.time + g_inactivity.integer * 1000; client->inactivityWarning = qfalse; } else if ( !client->pers.localClient ) { if ( level.time > client->inactivityTime ) { gi.DropClient( client - game.clients, "Dropped due to inactivity" ); return qfalse; } if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) { client->inactivityWarning = qtrue; gi.SendServerCommand( client - game.clients, "cp \"Ten seconds until inactivity drop!\n\"" ); } } return qtrue; } /* ================== ClientTimerActions Actions that happen once a second ================== */ void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; #ifdef MISSIONPACK int maxHealth; #endif client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; { // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } } // count down armor when over max // if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { // client->ps.stats[STAT_ARMOR]--; // } } #ifdef MISSIONPACK if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { int w, max, inc, t, i; int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN}; int weapCount = sizeof(weapList) / sizeof(int); // for (i = 0; i < weapCount; i++) { w = weapList[i]; switch(w) { case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break; case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break; case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break; case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break; case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break; case WP_RAILGUN: max = 10; inc = 1; t = 1750; break; case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break; case WP_BFG: max = 10; inc = 1; t = 4000; break; case WP_NAILGUN: max = 10; inc = 1; t = 1250; break; case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break; case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break; default: max = 0; inc = 0; t = 1000; break; } client->ammoTimes[w] += msec; if ( client->ps.ammo[w] >= max ) { client->ammoTimes[w] = 0; } if ( client->ammoTimes[w] >= t ) { while ( client->ammoTimes[w] >= t ) client->ammoTimes[w] -= t; client->ps.ammo[w] += inc; if ( client->ps.ammo[w] > max ) { client->ps.ammo[w] = max; } } } } #endif } /* ==================== ClientIntermissionThink ==================== */ void ClientIntermissionThink( gclient_t *client ) { } /* ================ ClientUse ================ Does a trace and touches the entity hit. */ void ClientUse(gentity_t *ent) { trace_t tr; vec3_t forward, right, up; gentity_t *other; vec3_t g_muzzle; // set aiming directions AngleVectors(ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint(ent, forward, right, up, g_muzzle); VectorMA(g_muzzle, 96.f, forward, right); gi.Trace(&tr, g_muzzle, NULL, NULL, right, ent - g_entities, MASK_SOLID,0,false); if (tr.fraction == 1.f || tr.entityNum == ENTITYNUM_NONE || tr.entityNum == ENTITYNUM_WORLD) { ent->lastUseEntity = tr.entityNum; return; // nothing interesting hit } other = g_entities + tr.entityNum; if (other->client) { // push them around // make the velocity lateral only so that they can't make others go over obstacles forward[2] = 0; VectorNormalize(forward); if (VectorLengthSquared(forward) < 1.f) return; // probably looking straight up or down, don't bother VectorMA(other->client->ps.velocity, 128.f, forward, other->client->ps.velocity); other->client->ps.velocity[2] += 16.f; // nudge the velocity upwards so that it's not eaten immediately by ground friction return; } if(ent->lastUseEntity != tr.entityNum) { if (other->s.eType == ET_MOVER && other->splashDamage) { Use_BinaryMover(other, ent, ent); } } ent->lastUseEntity = tr.entityNum; } void BotTestSolid(vec3_t origin); /* ============== SendPendingPredictableEvents ============== */ void SendPendingPredictableEvents( playerState_t *ps ) { } /* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { client->ps.pm_type = PM_NOCLIP; client->ps.speed = sv_runspeed->value * 2.f; // faster than normal // set up for pmove memset (&pm, 0, sizeof(pm)); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = gi.Trace; pm.pointcontents = gi.PointContents; // perform a pmove Pmove (&pm); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); G_TouchTriggers( ent ); gi.UnlinkEntity( ent ); } client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; // attack button cycles through spectators if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { Cmd_FollowCycle_f( ent, 1 ); } } /* ================== SpectatorClientEndFrame ================== */ void SpectatorClientEndFrame( gentity_t *ent ) { gclient_t *cl; // if we are doing a chase cam or a remote view, grab the latest info if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) { int clientNum, flags; clientNum = ent->client->sess.spectatorClient; // team follow1 and team follow2 go to whatever clients are playing if ( clientNum == -1 ) { clientNum = level.follow1; } else if ( clientNum == -2 ) { clientNum = level.follow2; } if ( clientNum >= 0 ) { cl = &game.clients[ clientNum ]; if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) { // flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED)); ent->client->ps = cl->ps; ent->client->ps.pm_flags |= PMF_FOLLOW; // ent->client->ps.eFlags = flags; return; } else { // drop them to free spectators unless they are dedicated camera followers if ( ent->client->sess.spectatorClient >= 0 ) { ent->client->sess.spectatorState = SPECTATOR_FREE; G_ClientBegin( &g_entities[ ent->client - game.clients ], NULL ); } } } } if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { ent->client->ps.pm_flags |= PMF_SCOREBOARD; } else { ent->client->ps.pm_flags &= ~PMF_SCOREBOARD; } } #endif /* =============== G_SetClientSound =============== */ void G_SetClientSound( gentity_t *ent ) { #ifdef MISSIONPACK if( ent->s.eFlags & EF_TICKING ) { ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav"); } else #endif //if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { // ent->client->ps.loopSound = level.snd_fry; //} else { // ent->client->ps.loopSound = 0; //} } //============================================================== /* ============ G_TouchTriggers Find all trigger entities that ent's current position touches. Spectators will only interact with teleporters. ============ */ void G_TouchTriggers( gentity_t *ent ) { int i; int num; int touch[ MAX_GENTITIES ]; gentity_t *hit; Event *ev; // dead things don't activate triggers! if( ( ent->client || ( ent->r.svFlags & SVF_BOT ) ) && ( ent->entity->health <= 0 ) ) { return; } num = gi.AreaEntities( ent->r.absmin, ent->r.absmax, touch, MAX_GENTITIES ); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for( i = 0; i < num; i++ ) { hit = &g_entities[ touch[ i ] ]; if( !hit->inuse || ( hit->entity == ent->entity ) || ( hit->solid != SOLID_TRIGGER ) ) { continue; } assert( hit->entity ); // FIXME // should we post the events on the list with zero time ev = new Event( EV_Touch ); ev->AddEntity( ent->entity ); hit->entity->ProcessEvent( ev ); hit->entity->Unregister( "touch" ); } } /* ================== ClientThink A new command has arrived from the client ================== */ void G_ClientThink( gentity_t *ent, usercmd_t *cmd, usereyes_t *eyeinfo ) { try { if( ent->entity ) { current_ucmd = cmd; current_eyeinfo = eyeinfo; ent->entity->ClientThink(); current_ucmd = NULL; current_eyeinfo = NULL; } } catch( const char *error ) { G_ExitWithError( error ); } } /* ================= G_ClientEndServerFrames ================= */ void G_ClientEndServerFrames( void ) { int i; gentity_t *ent; // calc the player views now that all pushing // and damage has been added for( i = 0; i < game.maxclients; i++ ) { ent = g_entities + i; if( !ent->inuse || !ent->client || !ent->entity ) { continue; } ent->entity->EndFrame(); } }