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Diffstat (limited to 'src/baseq2/p_view.c')
-rw-r--r--src/baseq2/p_view.c511
1 files changed, 219 insertions, 292 deletions
diff --git a/src/baseq2/p_view.c b/src/baseq2/p_view.c
index c049ba0..9fa7bf3 100644
--- a/src/baseq2/p_view.c
+++ b/src/baseq2/p_view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
This program 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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -39,25 +39,25 @@ SV_CalcRoll
===============
*/
-float SV_CalcRoll (vec3_t angles, vec3_t velocity)
+float SV_CalcRoll(vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
-
- side = DotProduct (velocity, right);
+
+ side = DotProduct(velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
-
+
value = sv_rollangle->value;
if (side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
-
- return side*sign;
-
+
+ return side * sign;
+
}
@@ -68,7 +68,7 @@ P_DamageFeedback
Handles color blends and view kicks
===============
*/
-void P_DamageFeedback (edict_t *player)
+void P_DamageFeedback(edict_t *player)
{
gclient_t *client;
float side;
@@ -94,31 +94,26 @@ void P_DamageFeedback (edict_t *player)
return; // didn't take any damage
// start a pain animation if still in the player model
- if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
- {
+ if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255) {
static int i;
client->anim_priority = ANIM_PAIN;
- if (client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- player->s.frame = FRAME_crpain1-1;
+ if (client->ps.pmove.pm_flags & PMF_DUCKED) {
+ player->s.frame = FRAME_crpain1 - 1;
client->anim_end = FRAME_crpain4;
- }
- else
- {
- i = (i+1)%3;
- switch (i)
- {
+ } else {
+ i = (i + 1) % 3;
+ switch (i) {
case 0:
- player->s.frame = FRAME_pain101-1;
+ player->s.frame = FRAME_pain101 - 1;
client->anim_end = FRAME_pain104;
break;
case 1:
- player->s.frame = FRAME_pain201-1;
+ player->s.frame = FRAME_pain201 - 1;
client->anim_end = FRAME_pain204;
break;
case 2:
- player->s.frame = FRAME_pain301-1;
+ player->s.frame = FRAME_pain301 - 1;
client->anim_end = FRAME_pain304;
break;
}
@@ -130,9 +125,8 @@ void P_DamageFeedback (edict_t *player)
count = 10; // always make a visible effect
// play an apropriate pain sound
- if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
- {
- r = 1 + (rand()&1);
+ if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum)) {
+ r = 1 + (rand() & 1);
player->pain_debounce_time = level.time + 0.7;
if (player->health < 25)
l = 25;
@@ -142,13 +136,13 @@ void P_DamageFeedback (edict_t *player)
l = 75;
else
l = 100;
- gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
+ gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
// the total alpha of the blend is always proportional to count
if (client->damage_alpha < 0)
client->damage_alpha = 0;
- client->damage_alpha += count*0.01;
+ client->damage_alpha += count * 0.01;
if (client->damage_alpha < 0.2)
client->damage_alpha = 0.2;
if (client->damage_alpha > 0.6)
@@ -156,37 +150,36 @@ void P_DamageFeedback (edict_t *player)
// the color of the blend will vary based on how much was absorbed
// by different armors
- VectorClear (v);
+ VectorClear(v);
if (client->damage_parmor)
- VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
+ VectorMA(v, (float)client->damage_parmor / realcount, power_color, v);
if (client->damage_armor)
- VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
+ VectorMA(v, (float)client->damage_armor / realcount, acolor, v);
if (client->damage_blood)
- VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
- VectorCopy (v, client->damage_blend);
+ VectorMA(v, (float)client->damage_blood / realcount, bcolor, v);
+ VectorCopy(v, client->damage_blend);
//
// calculate view angle kicks
//
kick = abs(client->damage_knockback);
- if (kick && player->health > 0) // kick of 0 means no view adjust at all
- {
+ if (kick && player->health > 0) { // kick of 0 means no view adjust at all
kick = kick * 100 / player->health;
- if (kick < count*0.5)
- kick = count*0.5;
+ if (kick < count * 0.5)
+ kick = count * 0.5;
if (kick > 50)
kick = 50;
- VectorSubtract (client->damage_from, player->s.origin, v);
- VectorNormalize (v);
-
- side = DotProduct (v, right);
- client->v_dmg_roll = kick*side*0.3;
-
- side = -DotProduct (v, forward);
- client->v_dmg_pitch = kick*side*0.3;
+ VectorSubtract(client->damage_from, player->s.origin, v);
+ VectorNormalize(v);
+
+ side = DotProduct(v, right);
+ client->v_dmg_roll = kick * side * 0.3;
+
+ side = -DotProduct(v, forward);
+ client->v_dmg_pitch = kick * side * 0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
}
@@ -213,13 +206,13 @@ Auto pitching on slopes?
fall from 256: 580 = 336400
fall from 384: 720 = 518400
fall from 512: 800 = 640000
- fall from 640: 960 =
+ fall from 640: 960 =
damage = deltavelocity*deltavelocity * 0.0001
===============
*/
-void SV_CalcViewOffset (edict_t *ent)
+void SV_CalcViewOffset(edict_t *ent)
{
float *angles;
float bob;
@@ -234,25 +227,21 @@ void SV_CalcViewOffset (edict_t *ent)
angles = ent->client->ps.kick_angles;
// if dead, fix the angle and don't add any kick
- if (ent->deadflag)
- {
- VectorClear (angles);
+ if (ent->deadflag) {
+ VectorClear(angles);
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
- }
- else
- {
+ } else {
// add angles based on weapon kick
- VectorCopy (ent->client->kick_angles, angles);
+ VectorCopy(ent->client->kick_angles, angles);
// add angles based on damage kick
ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
- if (ratio < 0)
- {
+ if (ratio < 0) {
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
@@ -269,11 +258,11 @@ void SV_CalcViewOffset (edict_t *ent)
// add angles based on velocity
- delta = DotProduct (ent->velocity, forward);
- angles[PITCH] += delta*run_pitch->value;
-
- delta = DotProduct (ent->velocity, right);
- angles[ROLL] += delta*run_roll->value;
+ delta = DotProduct(ent->velocity, forward);
+ angles[PITCH] += delta * run_pitch->value;
+
+ delta = DotProduct(ent->velocity, right);
+ angles[ROLL] += delta * run_roll->value;
// add angles based on bob
@@ -293,7 +282,7 @@ void SV_CalcViewOffset (edict_t *ent)
// base origin
- VectorClear (v);
+ VectorClear(v);
// add view height
@@ -316,7 +305,7 @@ void SV_CalcViewOffset (edict_t *ent)
// add kick offset
- VectorAdd (v, ent->client->kick_origin, v);
+ VectorAdd(v, ent->client->kick_origin, v);
// absolutely bound offsets
// so the view can never be outside the player box
@@ -334,7 +323,7 @@ void SV_CalcViewOffset (edict_t *ent)
else if (v[2] > 30)
v[2] = 30;
- VectorCopy (v, ent->client->ps.viewoffset);
+ VectorCopy(v, ent->client->ps.viewoffset);
}
/*
@@ -342,7 +331,7 @@ void SV_CalcViewOffset (edict_t *ent)
SV_CalcGunOffset
==============
*/
-void SV_CalcGunOffset (edict_t *ent)
+void SV_CalcGunOffset(edict_t *ent)
{
int i;
float delta;
@@ -350,8 +339,7 @@ void SV_CalcGunOffset (edict_t *ent)
// gun angles from bobbing
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
- if (bobcycle & 1)
- {
+ if (bobcycle & 1) {
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
@@ -359,8 +347,7 @@ void SV_CalcGunOffset (edict_t *ent)
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
// gun angles from delta movement
- for (i=0 ; i<3 ; i++)
- {
+ for (i = 0 ; i < 3 ; i++) {
delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
if (delta > 180)
delta -= 360;
@@ -371,20 +358,19 @@ void SV_CalcGunOffset (edict_t *ent)
if (delta < -45)
delta = -45;
if (i == YAW)
- ent->client->ps.gunangles[ROLL] += 0.1*delta;
+ ent->client->ps.gunangles[ROLL] += 0.1 * delta;
ent->client->ps.gunangles[i] += 0.2 * delta;
}
// gun height
- VectorClear (ent->client->ps.gunoffset);
+ VectorClear(ent->client->ps.gunoffset);
// ent->ps->gunorigin[2] += bob;
// gun_x / gun_y / gun_z are development tools
- for (i=0 ; i<3 ; i++)
- {
- ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
- ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
- ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
+ for (i = 0 ; i < 3 ; i++) {
+ ent->client->ps.gunoffset[i] += forward[i] * (gun_y->value);
+ ent->client->ps.gunoffset[i] += right[i] * gun_x->value;
+ ent->client->ps.gunoffset[i] += up[i] * (-gun_z->value);
}
}
@@ -394,18 +380,18 @@ void SV_CalcGunOffset (edict_t *ent)
SV_AddBlend
=============
*/
-void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
+void SV_AddBlend(float r, float g, float b, float a, float *v_blend)
{
float a2, a3;
if (a <= 0)
return;
- a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
- a3 = v_blend[3]/a2; // fraction of color from old
+ a2 = v_blend[3] + (1 - v_blend[3]) * a; // new total alpha
+ a3 = v_blend[3] / a2; // fraction of color from old
- v_blend[0] = v_blend[0]*a3 + r*(1-a3);
- v_blend[1] = v_blend[1]*a3 + g*(1-a3);
- v_blend[2] = v_blend[2]*a3 + b*(1-a3);
+ v_blend[0] = v_blend[0] * a3 + r * (1 - a3);
+ v_blend[1] = v_blend[1] * a3 + g * (1 - a3);
+ v_blend[2] = v_blend[2] * a3 + b * (1 - a3);
v_blend[3] = a2;
}
@@ -415,71 +401,64 @@ void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
SV_CalcBlend
=============
*/
-void SV_CalcBlend (edict_t *ent)
+void SV_CalcBlend(edict_t *ent)
{
int contents;
vec3_t vieworg;
int remaining;
- ent->client->ps.blend[0] = ent->client->ps.blend[1] =
- ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
+ ent->client->ps.blend[0] = ent->client->ps.blend[1] =
+ ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
// add for contents
- VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
- contents = gi.pointcontents (vieworg);
- if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
+ VectorAdd(ent->s.origin, ent->client->ps.viewoffset, vieworg);
+ contents = gi.pointcontents(vieworg);
+ if (contents & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER))
ent->client->ps.rdflags |= RDF_UNDERWATER;
else
ent->client->ps.rdflags &= ~RDF_UNDERWATER;
- if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
- SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
+ if (contents & (CONTENTS_SOLID | CONTENTS_LAVA))
+ SV_AddBlend(1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
else if (contents & CONTENTS_SLIME)
- SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
+ SV_AddBlend(0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
else if (contents & CONTENTS_WATER)
- SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
+ SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
// add for powerups
- if (ent->client->quad_framenum > level.framenum)
- {
+ if (ent->client->quad_framenum > level.framenum) {
remaining = ent->client->quad_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->invincible_framenum > level.framenum)
- {
+ if (remaining > 30 || (remaining & 4))
+ SV_AddBlend(0, 0, 1, 0.08, ent->client->ps.blend);
+ } else if (ent->client->invincible_framenum > level.framenum) {
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->enviro_framenum > level.framenum)
- {
+ if (remaining > 30 || (remaining & 4))
+ SV_AddBlend(1, 1, 0, 0.08, ent->client->ps.blend);
+ } else if (ent->client->enviro_framenum > level.framenum) {
remaining = ent->client->enviro_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
- }
- else if (ent->client->breather_framenum > level.framenum)
- {
+ if (remaining > 30 || (remaining & 4))
+ SV_AddBlend(0, 1, 0, 0.08, ent->client->ps.blend);
+ } else if (ent->client->breather_framenum > level.framenum) {
remaining = ent->client->breather_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
- if (remaining > 30 || (remaining & 4) )
- SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
+ if (remaining > 30 || (remaining & 4))
+ SV_AddBlend(0.4, 1, 0.4, 0.04, ent->client->ps.blend);
}
// add for damage
if (ent->client->damage_alpha > 0)
- SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
- ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
+ SV_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1]
+ , ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
if (ent->client->bonus_alpha > 0)
- SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
+ SV_AddBlend(0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
// drop the damage value
ent->client->damage_alpha -= 0.06;
@@ -498,7 +477,7 @@ void SV_CalcBlend (edict_t *ent)
P_FallingDamage
=================
*/
-void P_FallingDamage (edict_t *ent)
+void P_FallingDamage(edict_t *ent)
{
float delta;
int damage;
@@ -510,17 +489,14 @@ void P_FallingDamage (edict_t *ent)
if (ent->movetype == MOVETYPE_NOCLIP)
return;
- if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
- {
+ if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity)) {
delta = ent->client->oldvelocity[2];
- }
- else
- {
+ } else {
if (!ent->groundentity)
return;
delta = ent->velocity[2] - ent->client->oldvelocity[2];
}
- delta = delta*delta * 0.0001;
+ delta = delta * delta * 0.0001;
// never take falling damage if completely underwater
if (ent->waterlevel == 3)
@@ -533,37 +509,32 @@ void P_FallingDamage (edict_t *ent)
if (delta < 1)
return;
- if (delta < 15)
- {
+ if (delta < 15) {
ent->s.event = EV_FOOTSTEP;
return;
}
- ent->client->fall_value = delta*0.5;
+ ent->client->fall_value = delta * 0.5;
if (ent->client->fall_value > 40)
ent->client->fall_value = 40;
ent->client->fall_time = level.time + FALL_TIME;
- if (delta > 30)
- {
- if (ent->health > 0)
- {
+ if (delta > 30) {
+ if (ent->health > 0) {
if (delta >= 55)
ent->s.event = EV_FALLFAR;
else
ent->s.event = EV_FALL;
}
ent->pain_debounce_time = level.time; // no normal pain sound
- damage = (delta-30)/2;
+ damage = (delta - 30) / 2;
if (damage < 1)
damage = 1;
- VectorSet (dir, 0, 0, 1);
+ VectorSet(dir, 0, 0, 1);
- if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
- T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
- }
- else
- {
+ if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING))
+ T_Damage(ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
+ } else {
ent->s.event = EV_FALLSHORT;
return;
}
@@ -576,14 +547,13 @@ void P_FallingDamage (edict_t *ent)
P_WorldEffects
=============
*/
-void P_WorldEffects (void)
+void P_WorldEffects(void)
{
qboolean breather;
qboolean envirosuit;
int waterlevel, old_waterlevel;
- if (current_player->movetype == MOVETYPE_NOCLIP)
- {
+ if (current_player->movetype == MOVETYPE_NOCLIP) {
current_player->air_finished = level.time + 12; // don't need air
return;
}
@@ -598,15 +568,14 @@ void P_WorldEffects (void)
//
// if just entered a water volume, play a sound
//
- if (!old_waterlevel && waterlevel)
- {
+ if (!old_waterlevel && waterlevel) {
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if (current_player->watertype & CONTENTS_LAVA)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_SLIME)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_WATER)
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
current_player->flags |= FL_INWATER;
// clear damage_debounce, so the pain sound will play immediately
@@ -616,53 +585,46 @@ void P_WorldEffects (void)
//
// if just completely exited a water volume, play a sound
//
- if (old_waterlevel && ! waterlevel)
- {
+ if (old_waterlevel && ! waterlevel) {
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
current_player->flags &= ~FL_INWATER;
}
//
// check for head just going under water
//
- if (old_waterlevel != 3 && waterlevel == 3)
- {
- gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
+ if (old_waterlevel != 3 && waterlevel == 3) {
+ gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
}
//
// check for head just coming out of water
//
- if (old_waterlevel == 3 && waterlevel != 3)
- {
- if (current_player->air_finished < level.time)
- { // gasp for air
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
+ if (old_waterlevel == 3 && waterlevel != 3) {
+ if (current_player->air_finished < level.time) {
+ // gasp for air
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
- }
- else if (current_player->air_finished < level.time + 11)
- { // just break surface
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
+ } else if (current_player->air_finished < level.time + 11) {
+ // just break surface
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
}
}
//
// check for drowning
//
- if (waterlevel == 3)
- {
+ if (waterlevel == 3) {
// breather or envirosuit give air
- if (breather || envirosuit)
- {
+ if (breather || envirosuit) {
current_player->air_finished = level.time + 10;
- if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
- {
+ if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0) {
if (!current_client->breather_sound)
- gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
else
- gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
//FIXME: release a bubble?
@@ -670,11 +632,10 @@ void P_WorldEffects (void)
}
// if out of air, start drowning
- if (current_player->air_finished < level.time)
- { // drown!
- if (current_player->client->next_drown_time < level.time
- && current_player->health > 0)
- {
+ if (current_player->air_finished < level.time) {
+ // drown!
+ if (current_player->client->next_drown_time < level.time
+ && current_player->health > 0) {
current_player->client->next_drown_time = level.time + 1;
// take more damage the longer underwater
@@ -684,20 +645,18 @@ void P_WorldEffects (void)
// play a gurp sound instead of a normal pain sound
if (current_player->health <= current_player->dmg)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
- else if (rand()&1)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
+ else if (rand() & 1)
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
else
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time;
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
- }
- else
- {
+ } else {
current_player->air_finished = level.time + 12;
current_player->dmg = 2;
}
@@ -705,32 +664,28 @@ void P_WorldEffects (void)
//
// check for sizzle damage
//
- if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
- {
- if (current_player->watertype & CONTENTS_LAVA)
- {
+ if (waterlevel && (current_player->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) {
+ if (current_player->watertype & CONTENTS_LAVA) {
if (current_player->health > 0
&& current_player->pain_debounce_time <= level.time
- && current_client->invincible_framenum < level.framenum)
- {
- if (rand()&1)
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
+ && current_client->invincible_framenum < level.framenum) {
+ if (rand() & 1)
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
else
- gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
+ gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time + 1;
}
if (envirosuit) // take 1/3 damage with envirosuit
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
+ T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1 * waterlevel, 0, 0, MOD_LAVA);
else
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
+ T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3 * waterlevel, 0, 0, MOD_LAVA);
}
- if (current_player->watertype & CONTENTS_SLIME)
- {
- if (!envirosuit)
- { // no damage from slime with envirosuit
- T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
+ if (current_player->watertype & CONTENTS_SLIME) {
+ if (!envirosuit) {
+ // no damage from slime with envirosuit
+ T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1 * waterlevel, 0, 0, MOD_SLIME);
}
}
}
@@ -742,7 +697,7 @@ void P_WorldEffects (void)
G_SetClientEffects
===============
*/
-void G_SetClientEffects (edict_t *ent)
+void G_SetClientEffects(edict_t *ent)
{
int pa_type;
int remaining;
@@ -753,39 +708,32 @@ void G_SetClientEffects (edict_t *ent)
if (ent->health <= 0 || level.intermissiontime)
return;
- if (ent->powerarmor_time > level.time)
- {
- pa_type = PowerArmorType (ent);
- if (pa_type == POWER_ARMOR_SCREEN)
- {
+ if (ent->powerarmor_time > level.time) {
+ pa_type = PowerArmorType(ent);
+ if (pa_type == POWER_ARMOR_SCREEN) {
ent->s.effects |= EF_POWERSCREEN;
- }
- else if (pa_type == POWER_ARMOR_SHIELD)
- {
+ } else if (pa_type == POWER_ARMOR_SHIELD) {
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
- if (ent->client->quad_framenum > level.framenum)
- {
+ if (ent->client->quad_framenum > level.framenum) {
remaining = ent->client->quad_framenum - level.framenum;
- if (remaining > 30 || (remaining & 4) )
+ if (remaining > 30 || (remaining & 4))
ent->s.effects |= EF_QUAD;
}
- if (ent->client->invincible_framenum > level.framenum)
- {
+ if (ent->client->invincible_framenum > level.framenum) {
remaining = ent->client->invincible_framenum - level.framenum;
- if (remaining > 30 || (remaining & 4) )
+ if (remaining > 30 || (remaining & 4))
ent->s.effects |= EF_PENT;
}
// show cheaters!!!
- if (ent->flags & FL_GODMODE)
- {
+ if (ent->flags & FL_GODMODE) {
ent->s.effects |= EF_COLOR_SHELL;
- ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+ ent->s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE);
}
}
@@ -795,14 +743,13 @@ void G_SetClientEffects (edict_t *ent)
G_SetClientEvent
===============
*/
-void G_SetClientEvent (edict_t *ent)
+void G_SetClientEvent(edict_t *ent)
{
if (ent->s.event)
return;
- if ( ent->groundentity && xyspeed > 225)
- {
- if ( (int)(current_client->bobtime+bobmove) != bobcycle )
+ if (ent->groundentity && xyspeed > 225) {
+ if ((int)(current_client->bobtime + bobmove) != bobcycle)
ent->s.event = EV_FOOTSTEP;
}
}
@@ -812,21 +759,19 @@ void G_SetClientEvent (edict_t *ent)
G_SetClientSound
===============
*/
-void G_SetClientSound (edict_t *ent)
+void G_SetClientSound(edict_t *ent)
{
char *weap;
- if (ent->client->pers.game_helpchanged != game.helpchanged)
- {
+ if (ent->client->pers.game_helpchanged != game.helpchanged) {
ent->client->pers.game_helpchanged = game.helpchanged;
ent->client->pers.helpchanged = 1;
}
// help beep (no more than three times)
- if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
- {
+ if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum & 63)) {
ent->client->pers.helpchanged++;
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
}
@@ -835,7 +780,7 @@ void G_SetClientSound (edict_t *ent)
else
weap = "";
- if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ if (ent->waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)))
ent->s.sound = snd_fry;
else if (strcmp(weap, "weapon_railgun") == 0)
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
@@ -852,7 +797,7 @@ void G_SetClientSound (edict_t *ent)
G_SetClientFrame
===============
*/
-void G_SetClientFrame (edict_t *ent)
+void G_SetClientFrame(edict_t *ent)
{
gclient_t *client;
qboolean duck, run;
@@ -879,24 +824,20 @@ void G_SetClientFrame (edict_t *ent)
if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
goto newanim;
- if(client->anim_priority == ANIM_REVERSE)
- {
- if(ent->s.frame > client->anim_end)
- {
+ if (client->anim_priority == ANIM_REVERSE) {
+ if (ent->s.frame > client->anim_end) {
ent->s.frame--;
return;
}
- }
- else if (ent->s.frame < client->anim_end)
- { // continue an animation
+ } else if (ent->s.frame < client->anim_end) {
+ // continue an animation
ent->s.frame++;
return;
}
if (client->anim_priority == ANIM_DEATH)
return; // stay there
- if (client->anim_priority == ANIM_JUMP)
- {
+ if (client->anim_priority == ANIM_JUMP) {
if (!ent->groundentity)
return; // stay there
ent->client->anim_priority = ANIM_WAVE;
@@ -911,35 +852,26 @@ newanim:
client->anim_duck = duck;
client->anim_run = run;
- if (!ent->groundentity)
- {
+ if (!ent->groundentity) {
client->anim_priority = ANIM_JUMP;
if (ent->s.frame != FRAME_jump2)
ent->s.frame = FRAME_jump1;
client->anim_end = FRAME_jump2;
- }
- else if (run)
- { // running
- if (duck)
- {
+ } else if (run) {
+ // running
+ if (duck) {
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk6;
- }
- else
- {
+ } else {
ent->s.frame = FRAME_run1;
client->anim_end = FRAME_run6;
}
- }
- else
- { // standing
- if (duck)
- {
+ } else {
+ // standing
+ if (duck) {
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
- }
- else
- {
+ } else {
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
@@ -955,7 +887,7 @@ Called for each player at the end of the server frame
and right after spawning
=================
*/
-void ClientEndServerFrame (edict_t *ent)
+void ClientEndServerFrame(edict_t *ent)
{
float bobtime;
int i;
@@ -967,59 +899,55 @@ void ClientEndServerFrame (edict_t *ent)
// If the origin or velocity have changed since ClientThink(),
// update the pmove values. This will happen when the client
// is pushed by a bmodel or kicked by an explosion.
- //
+ //
// If it wasn't updated here, the view position would lag a frame
// behind the body position when pushed -- "sinking into plats"
//
- for (i=0 ; i<3 ; i++)
- {
- current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
- current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
+ for (i = 0 ; i < 3 ; i++) {
+ current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0;
+ current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0;
}
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
- if (level.intermissiontime)
- {
+ if (level.intermissiontime) {
// FIXME: add view drifting here?
current_client->ps.blend[3] = 0;
current_client->ps.fov = 90;
- G_SetStats (ent);
+ G_SetStats(ent);
return;
}
- AngleVectors (ent->client->v_angle, forward, right, up);
+ AngleVectors(ent->client->v_angle, forward, right, up);
// burn from lava, etc
- P_WorldEffects ();
+ P_WorldEffects();
//
// set model angles from view angles so other things in
// the world can tell which direction you are looking
//
if (ent->client->v_angle[PITCH] > 180)
- ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
+ ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]) / 3;
else
- ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
+ ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3;
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
- ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
+ ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
- xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
+ xyspeed = sqrt(ent->velocity[0] * ent->velocity[0] + ent->velocity[1] * ent->velocity[1]);
- if (xyspeed < 5)
- {
+ if (xyspeed < 5) {
bobmove = 0;
current_client->bobtime = 0; // start at beginning of cycle again
- }
- else if (ent->groundentity)
- { // so bobbing only cycles when on ground
+ } else if (ent->groundentity) {
+ // so bobbing only cycles when on ground
if (xyspeed > 210)
bobmove = 0.25;
else if (xyspeed > 100)
@@ -1027,61 +955,60 @@ void ClientEndServerFrame (edict_t *ent)
else
bobmove = 0.0625;
}
-
+
bobtime = (current_client->bobtime += bobmove);
if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
bobtime *= 4;
bobcycle = (int)bobtime;
- bobfracsin = fabs(sin(bobtime*M_PI));
+ bobfracsin = fabs(sin(bobtime * M_PI));
// detect hitting the floor
- P_FallingDamage (ent);
+ P_FallingDamage(ent);
// apply all the damage taken this frame
- P_DamageFeedback (ent);
+ P_DamageFeedback(ent);
// determine the view offsets
- SV_CalcViewOffset (ent);
+ SV_CalcViewOffset(ent);
// determine the gun offsets
- SV_CalcGunOffset (ent);
+ SV_CalcGunOffset(ent);
// determine the full screen color blend
// must be after viewoffset, so eye contents can be
// accurately determined
// FIXME: with client prediction, the contents
// should be determined by the client
- SV_CalcBlend (ent);
+ SV_CalcBlend(ent);
// chase cam stuff
if (ent->client->resp.spectator)
G_SetSpectatorStats(ent);
else
- G_SetStats (ent);
+ G_SetStats(ent);
G_CheckChaseStats(ent);
- G_SetClientEvent (ent);
+ G_SetClientEvent(ent);
- G_SetClientEffects (ent);
+ G_SetClientEffects(ent);
- G_SetClientSound (ent);
+ G_SetClientSound(ent);
- G_SetClientFrame (ent);
+ G_SetClientFrame(ent);
- VectorCopy (ent->velocity, ent->client->oldvelocity);
- VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
+ VectorCopy(ent->velocity, ent->client->oldvelocity);
+ VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles);
// clear weapon kicks
- VectorClear (ent->client->kick_origin);
- VectorClear (ent->client->kick_angles);
+ VectorClear(ent->client->kick_origin);
+ VectorClear(ent->client->kick_angles);
// if the scoreboard is up, update it
- if (ent->client->showscores && !(level.framenum & 31) )
- {
- DeathmatchScoreboardMessage (ent, ent->enemy);
- gi.unicast (ent, qfalse);
+ if (ent->client->showscores && !(level.framenum & 31)) {
+ DeathmatchScoreboardMessage(ent, ent->enemy);
+ gi.unicast(ent, qfalse);
}
}