#include "quakedef.h"
-edict_t *sv_player;
+edict_t *sv_player;
-cvar_t sv_edgefriction = {0, "edgefriction", "2"};
-cvar_t sv_predict = {0, "sv_predict", "1"};
-cvar_t sv_deltacompress = {0, "sv_deltacompress", "1"};
-cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8"};
-cvar_t sv_maxspeed = {CVAR_NOTIFY, "sv_maxspeed", "320"};
-cvar_t sv_accelerate = {0, "sv_accelerate", "10"};
+cvar_t sv_edgefriction = {0, "edgefriction", "2"};
+cvar_t sv_deltacompress = {0, "sv_deltacompress", "1"};
+cvar_t sv_idealpitchscale = {0, "sv_idealpitchscale","0.8"};
+cvar_t sv_maxspeed = {CVAR_NOTIFY, "sv_maxspeed", "320"};
+cvar_t sv_accelerate = {0, "sv_accelerate", "10"};
-static vec3_t forward, right, up;
+static vec3_t forward, right, up;
-vec3_t wishdir;
-float wishspeed;
+vec3_t wishdir;
+float wishspeed;
// world
-float *angles;
-float *origin;
-float *velocity;
+float *angles;
+float *origin;
+float *velocity;
-qboolean onground;
+qboolean onground;
-usercmd_t cmd;
+usercmd_t cmd;
/*
int i, j;
int step, dir, steps;
- if (!((int)sv_player->v.flags & FL_ONGROUND))
+ if (!((int)sv_player->v->flags & FL_ONGROUND))
return;
-
- angleval = sv_player->v.angles[YAW] * M_PI*2 / 360;
+
+ angleval = sv_player->v->angles[YAW] * M_PI*2 / 360;
sinval = sin(angleval);
cosval = cos(angleval);
for (i=0 ; i<MAX_FORWARD ; i++)
{
- top[0] = sv_player->v.origin[0] + cosval*(i+3)*12;
- top[1] = sv_player->v.origin[1] + sinval*(i+3)*12;
- top[2] = sv_player->v.origin[2] + sv_player->v.view_ofs[2];
-
+ top[0] = sv_player->v->origin[0] + cosval*(i+3)*12;
+ top[1] = sv_player->v->origin[1] + sinval*(i+3)*12;
+ top[2] = sv_player->v->origin[2] + sv_player->v->view_ofs[2];
+
bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160;
tr = SV_Move (top, vec3_origin, vec3_origin, bottom, MOVE_NOMONSTERS, sv_player);
+ // if looking at a wall, leave ideal the way is was
if (tr.allsolid)
- return; // looking at a wall, leave ideal the way is was
+ return;
+ // near a dropoff
if (tr.fraction == 1)
- return; // near a dropoff
-
+ return;
+
z[i] = top[2] + tr.fraction*(bottom[2]-top[2]);
}
-
+
dir = 0;
steps = 0;
for (j=1 ; j<i ; j++)
if (step > -ON_EPSILON && step < ON_EPSILON)
continue;
+ // mixed changes
if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
- return; // mixed changes
+ return;
- steps++;
+ steps++;
dir = step;
}
-
+
if (!dir)
{
- sv_player->v.idealpitch = 0;
+ sv_player->v->idealpitch = 0;
return;
}
-
+
if (steps < 2)
return;
- sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
+ sv_player->v->idealpitch = -dir * sv_idealpitchscale.value;
}
*/
void SV_UserFriction (void)
{
- float *vel;
- float speed, newspeed, control;
- vec3_t start, stop;
- float friction;
- trace_t trace;
-
+ float *vel, speed, newspeed, control, friction;
+ vec3_t start, stop;
+ trace_t trace;
+
vel = velocity;
-
+
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (!speed)
return;
-// if the leading edge is over a dropoff, increase friction
+ // if the leading edge is over a dropoff, increase friction
start[0] = stop[0] = origin[0] + vel[0]/speed*16;
start[1] = stop[1] = origin[1] + vel[1]/speed*16;
- start[2] = origin[2] + sv_player->v.mins[2];
+ start[2] = origin[2] + sv_player->v->mins[2];
stop[2] = start[2] - 34;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, sv_player);
else
friction = sv_friction.value;
-// apply friction
+ // apply friction
control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
newspeed = speed - sv.frametime*control*friction;
-
+
if (newspeed < 0)
newspeed = 0;
else
SV_Accelerate
==============
*/
-#if 0
-void SV_Accelerate (vec3_t wishvel)
-{
- int i;
- float addspeed, accelspeed;
- vec3_t pushvec;
-
- if (wishspeed == 0)
- return;
-
- VectorSubtract (wishvel, velocity, pushvec);
- addspeed = VectorNormalize (pushvec);
-
- accelspeed = sv_accelerate.value*sv.frametime*addspeed;
- if (accelspeed > addspeed)
- accelspeed = addspeed;
-
- for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*pushvec[i];
-}
-#endif
void SV_Accelerate (void)
{
- int i;
- float addspeed, accelspeed, currentspeed;
+ int i;
+ float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (velocity, wishdir);
addspeed = wishspeed - currentspeed;
accelspeed = sv_accelerate.value*sv.frametime*wishspeed;
if (accelspeed > addspeed)
accelspeed = addspeed;
-
+
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishdir[i];
+ velocity[i] += accelspeed*wishdir[i];
}
void SV_AirAccelerate (vec3_t wishveloc)
{
- int i;
- float addspeed, wishspd, accelspeed, currentspeed;
-
+ int i;
+ float addspeed, wishspd, accelspeed, currentspeed;
+
wishspd = VectorNormalizeLength (wishveloc);
if (wishspd > 30)
wishspd = 30;
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
-// accelspeed = sv_accelerate.value * sv.frametime;
accelspeed = sv_accelerate.value*wishspeed * sv.frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
-
+
for (i=0 ; i<3 ; i++)
- velocity[i] += accelspeed*wishveloc[i];
+ velocity[i] += accelspeed*wishveloc[i];
}
void DropPunchAngle (void)
{
- float len;
- eval_t *val;
-
- len = VectorNormalizeLength (sv_player->v.punchangle);
+ float len;
+ eval_t *val;
+
+ len = VectorNormalizeLength (sv_player->v->punchangle);
len -= 10*sv.frametime;
if (len < 0)
len = 0;
- VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle);
-
+ VectorScale (sv_player->v->punchangle, len, sv_player->v->punchangle);
+
if ((val = GETEDICTFIELDVALUE(sv_player, eval_punchvector)))
{
len = VectorNormalizeLength (val->vector);
-
+
len -= 20*sv.frametime;
if (len < 0)
len = 0;
}
}
+/*
+===================
+SV_FreeMove
+===================
+*/
+void SV_FreeMove (void)
+{
+ int i;
+ float wishspeed;
+
+ AngleVectors (sv_player->v->v_angle, forward, right, up);
+
+ for (i = 0; i < 3; i++)
+ velocity[i] = forward[i] * cmd.forwardmove + right[i] * cmd.sidemove;
+
+ velocity[2] += cmd.upmove;
+
+ wishspeed = VectorLength (velocity);
+ if (wishspeed > sv_maxspeed.value)
+ {
+ VectorScale (velocity, sv_maxspeed.value / wishspeed, velocity);
+ wishspeed = sv_maxspeed.value;
+ }
+}
+
/*
===================
SV_WaterMove
*/
void SV_WaterMove (void)
{
- int i;
- vec3_t wishvel;
- float speed, newspeed, wishspeed, addspeed, accelspeed, temp;
+ int i;
+ vec3_t wishvel;
+ float speed, newspeed, wishspeed, addspeed, accelspeed, temp;
-//
-// user intentions
-//
- AngleVectors (sv_player->v.v_angle, forward, right, up);
+ // user intentions
+ AngleVectors (sv_player->v->v_angle, forward, right, up);
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove;
else
wishvel[2] += cmd.upmove;
- wishspeed = Length(wishvel);
+ wishspeed = VectorLength(wishvel);
if (wishspeed > sv_maxspeed.value)
{
temp = sv_maxspeed.value/wishspeed;
}
wishspeed *= 0.7;
-//
-// water friction
-//
- speed = Length (velocity);
+ // water friction
+ speed = VectorLength (velocity);
if (speed)
{
newspeed = speed - sv.frametime * speed * sv_friction.value;
}
else
newspeed = 0;
-
-//
-// water acceleration
-//
+
+ // water acceleration
if (!wishspeed)
return;
void SV_WaterJump (void)
{
- if (sv.time > sv_player->v.teleport_time
- || !sv_player->v.waterlevel)
+ if (sv.time > sv_player->v->teleport_time || !sv_player->v->waterlevel)
{
- sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP;
- sv_player->v.teleport_time = 0;
+ sv_player->v->flags = (int)sv_player->v->flags & ~FL_WATERJUMP;
+ sv_player->v->teleport_time = 0;
}
- sv_player->v.velocity[0] = sv_player->v.movedir[0];
- sv_player->v.velocity[1] = sv_player->v.movedir[1];
+ sv_player->v->velocity[0] = sv_player->v->movedir[0];
+ sv_player->v->velocity[1] = sv_player->v->movedir[1];
}
*/
void SV_AirMove (void)
{
- int i;
- vec3_t wishvel;
- float fmove, smove, temp;
+ int i;
+ vec3_t wishvel;
+ float fmove, smove, temp;
// LordHavoc: correct quake movement speed bug when looking up/down
wishvel[0] = wishvel[2] = 0;
- wishvel[1] = sv_player->v.angles[1];
+ wishvel[1] = sv_player->v->angles[1];
AngleVectors (wishvel, forward, right, up);
-// AngleVectors (sv_player->v.angles, forward, right, up);
fmove = cmd.forwardmove;
smove = cmd.sidemove;
-
+
// hack to not let you back into teleporter
- if (sv.time < sv_player->v.teleport_time && fmove < 0)
+ if (sv.time < sv_player->v->teleport_time && fmove < 0)
fmove = 0;
-
+
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*fmove + right[i]*smove;
- if ( (int)sv_player->v.movetype != MOVETYPE_WALK)
- wishvel[2] = cmd.upmove;
- else
- wishvel[2] = 0;
+ if ((int)sv_player->v->movetype != MOVETYPE_WALK)
+ wishvel[2] += cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalizeLength(wishdir);
VectorScale (wishvel, temp, wishvel);
wishspeed = sv_maxspeed.value;
}
-
- if ( sv_player->v.movetype == MOVETYPE_NOCLIP)
- { // noclip
+
+ if (sv_player->v->movetype == MOVETYPE_NOCLIP)
+ {
+ // noclip
VectorCopy (wishvel, velocity);
}
else if ( onground )
SV_Accelerate ();
}
else
- { // not on ground, so little effect on velocity
+ {
+ // not on ground, so little effect on velocity
SV_AirAccelerate (wishvel);
- }
+ }
}
/*
*/
void SV_ClientThink (void)
{
- vec3_t v_angle;
+ vec3_t v_angle;
- if (sv_player->v.movetype == MOVETYPE_NONE)
+ if (sv_player->v->movetype == MOVETYPE_NONE)
return;
-
- onground = (int)sv_player->v.flags & FL_ONGROUND;
- origin = sv_player->v.origin;
- velocity = sv_player->v.velocity;
+ onground = (int)sv_player->v->flags & FL_ONGROUND;
+
+ origin = sv_player->v->origin;
+ velocity = sv_player->v->velocity;
DropPunchAngle ();
-
-//
-// if dead, behave differently
-//
- if (sv_player->v.health <= 0)
+
+ // if dead, behave differently
+ if (sv_player->v->health <= 0)
return;
-//
-// angles
-// show 1/3 the pitch angle and all the roll angle
+ // angles
+ // show 1/3 the pitch angle and all the roll angle
cmd = host_client->cmd;
- angles = sv_player->v.angles;
-
- VectorAdd (sv_player->v.v_angle, sv_player->v.punchangle, v_angle);
- angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4;
- if (!sv_player->v.fixangle)
+ angles = sv_player->v->angles;
+
+ VectorAdd (sv_player->v->v_angle, sv_player->v->punchangle, v_angle);
+ angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
+ if (!sv_player->v->fixangle)
{
// LordHavoc: pitch was ugly to begin with... removed except in water
- if (sv_player->v.waterlevel >= 2)
+ if (sv_player->v->waterlevel >= 2)
angles[PITCH] = -v_angle[PITCH]/3;
else
angles[PITCH] = 0;
angles[YAW] = v_angle[YAW];
}
- if ( (int)sv_player->v.flags & FL_WATERJUMP )
+ if ( (int)sv_player->v->flags & FL_WATERJUMP )
{
SV_WaterJump ();
return;
}
-//
-// walk
-//
- if ( (sv_player->v.waterlevel >= 2) && (sv_player->v.movetype != MOVETYPE_NOCLIP) )
+
+ // Player is (somehow) outside of the map, or flying, or noclipping
+ if (SV_TestEntityPosition (sv_player)
+ || sv_player->v->movetype == MOVETYPE_FLY
+ || sv_player->v->movetype == MOVETYPE_NOCLIP)
+ {
+ SV_FreeMove ();
+ return;
+ }
+
+ // walk
+ if ((sv_player->v->waterlevel >= 2) && (sv_player->v->movetype != MOVETYPE_NOCLIP))
{
SV_WaterMove ();
return;
}
- SV_AirMove ();
+ SV_AirMove ();
}
*/
void SV_ReadClientMove (usercmd_t *move)
{
- int i;
- vec3_t angle;
- int bits;
- eval_t *val;
- float total;
-
-// read ping time
+ int i;
+ vec3_t angle;
+ int bits;
+ eval_t *val;
+ float total;
+
+ // read ping time
host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = sv.time - MSG_ReadFloat ();
host_client->num_pings++;
for (i=0, total = 0;i < NUM_PING_TIMES;i++)
total += host_client->ping_times[i];
- host_client->ping = total / NUM_PING_TIMES; // can be used for prediction
- host_client->latency = 0;
- if (sv_predict.integer && (svs.maxclients > 1) && (!sv.paused)) // if paused or a local game, don't predict
- host_client->latency = host_client->ping;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_ping)))
+ // can be used for prediction
+ host_client->ping = total / NUM_PING_TIMES;
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_ping)))
val->_float = host_client->ping * 1000.0;
-// read current angles
- // dpprotocol
- for (i=0 ; i<3 ; i++)
- angle[i] = MSG_ReadPreciseAngle ();
+ // read current angles
+ // dpprotocol version 2
+ for (i = 0;i < 3;i++)
+ angle[i] = MSG_ReadFloat ();
+
+ VectorCopy (angle, sv_player->v->v_angle);
- VectorCopy (angle, host_client->edict->v.v_angle);
-
-// read movement
+ // read movement
move->forwardmove = MSG_ReadShort ();
move->sidemove = MSG_ReadShort ();
move->upmove = MSG_ReadShort ();
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_movement)))
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_movement)))
{
val->vector[0] = move->forwardmove;
val->vector[1] = move->sidemove;
val->vector[2] = move->upmove;
}
-
-// read buttons
+
+ // read buttons
bits = MSG_ReadByte ();
- host_client->edict->v.button0 = bits & 1;
- host_client->edict->v.button2 = (bits & 2)>>1;
+ sv_player->v->button0 = bits & 1;
+ sv_player->v->button2 = (bits & 2)>>1;
// LordHavoc: added 6 new buttons
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button3))) val->_float = ((bits >> 2) & 1);
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button4))) val->_float = ((bits >> 3) & 1);
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button5))) val->_float = ((bits >> 4) & 1);
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button6))) val->_float = ((bits >> 5) & 1);
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button7))) val->_float = ((bits >> 6) & 1);
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_button8))) val->_float = ((bits >> 7) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button3))) val->_float = ((bits >> 2) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button4))) val->_float = ((bits >> 3) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button5))) val->_float = ((bits >> 4) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button6))) val->_float = ((bits >> 5) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button7))) val->_float = ((bits >> 6) & 1);
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_button8))) val->_float = ((bits >> 7) & 1);
i = MSG_ReadByte ();
if (i)
- host_client->edict->v.impulse = i;
+ sv_player->v->impulse = i;
}
/*
===================
SV_ReadClientMessage
-
-Returns false if the client should be killed
===================
*/
-qboolean SV_ReadClientMessage (void)
+extern void SV_SendServerinfo(client_t *client);
+void SV_ReadClientMessage(void)
{
- int ret;
- int cmd;
- char *s;
+ int cmd;
+ char *s;
+
+ //MSG_BeginReading ();
- do
+ for(;;)
{
-nextmsg:
- ret = NET_GetMessage (host_client->netconnection);
- if (ret == -1)
+ if (!host_client->active)
{
- Sys_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n");
- return false;
+ // a command caused an error
+ SV_DropClient (false);
+ return;
}
- if (!ret)
- return true;
- MSG_BeginReading ();
+ if (msg_badread)
+ {
+ Con_Printf ("SV_ReadClientMessage: badread\n");
+ SV_DropClient (false);
+ return;
+ }
- while (1)
+ cmd = MSG_ReadChar ();
+ if (cmd == -1)
{
- if (!host_client->active)
- return false; // a command caused an error
+ // end of message
+ break;
+ }
- if (msg_badread)
- {
- Sys_Printf ("SV_ReadClientMessage: badread\n");
- return false;
- }
-
- cmd = MSG_ReadChar ();
-
- switch (cmd)
+ switch (cmd)
+ {
+ default:
+ Con_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd);
+ SV_DropClient (false);
+ return;
+
+ case clc_nop:
+ break;
+
+ case clc_stringcmd:
+ s = MSG_ReadString ();
+ if (strncasecmp(s, "spawn", 5) == 0
+ || strncasecmp(s, "begin", 5) == 0
+ || strncasecmp(s, "prespawn", 8) == 0)
+ Cmd_ExecuteString (s, src_client);
+ else if (SV_ParseClientCommandQC)
{
- case -1:
- goto nextmsg; // end of message
-
- default:
- Sys_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd);
- return false;
-
- case clc_nop:
-// Sys_Printf ("clc_nop\n");
- break;
-
- case clc_stringcmd:
- s = MSG_ReadString ();
- ret = 0;
- if (Q_strncasecmp(s, "status", 6) == 0
- || Q_strncasecmp(s, "name", 4) == 0
- || Q_strncasecmp(s, "say", 3) == 0
- || Q_strncasecmp(s, "say_team", 8) == 0
- || Q_strncasecmp(s, "tell", 4) == 0
- || Q_strncasecmp(s, "color", 5) == 0
- || Q_strncasecmp(s, "kill", 4) == 0
- || Q_strncasecmp(s, "pause", 5) == 0
- || Q_strncasecmp(s, "spawn", 5) == 0
- || Q_strncasecmp(s, "begin", 5) == 0
- || Q_strncasecmp(s, "prespawn", 8) == 0
- || Q_strncasecmp(s, "kick", 4) == 0
- || Q_strncasecmp(s, "ping", 4) == 0
- || Q_strncasecmp(s, "ban", 3) == 0
- || Q_strncasecmp(s, "pmodel", 6) == 0
- || (gamemode == GAME_NEHAHRA && (Q_strncasecmp(s, "max", 3) == 0 || Q_strncasecmp(s, "monster", 7) == 0 || Q_strncasecmp(s, "scrag", 5) == 0 || Q_strncasecmp(s, "gimme", 5) == 0 || Q_strncasecmp(s, "wraith", 6) == 0))
- || (gamemode != GAME_NEHAHRA && (Q_strncasecmp(s, "god", 3) == 0 || Q_strncasecmp(s, "notarget", 8) == 0 || Q_strncasecmp(s, "fly", 3) == 0 || Q_strncasecmp(s, "give", 4) == 0 || Q_strncasecmp(s, "noclip", 6) == 0)))
- {
- ret = 1;
- Cmd_ExecuteString (s, src_client);
- }
- else
- Con_DPrintf("%s tried to %s\n", host_client->name, s);
- /*
- if (ret == 2)
- Cbuf_InsertText (s);
- else if (ret == 1)
- Cmd_ExecuteString (s, src_client);
- else
- Con_DPrintf("%s tried to %s\n", host_client->name, s);
- */
- break;
-
- case clc_disconnect:
-// Sys_Printf ("SV_ReadClientMessage: client disconnected\n");
- return false;
-
- case clc_move:
- SV_ReadClientMove (&host_client->cmd);
- break;
-
- case clc_ackentities:
- EntityFrame_AckFrame(&host_client->entitydatabase, MSG_ReadLong());
- break;
+ G_INT(OFS_PARM0) = PR_SetString(s);
+ pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
+ PR_ExecuteProgram ((func_t)(SV_ParseClientCommandQC - pr_functions), "");
}
- }
- } while (ret == 1);
+ else if (strncasecmp(s, "status", 6) == 0
+ || strncasecmp(s, "name", 4) == 0
+ || strncasecmp(s, "say", 3) == 0
+ || strncasecmp(s, "say_team", 8) == 0
+ || strncasecmp(s, "tell", 4) == 0
+ || strncasecmp(s, "color", 5) == 0
+ || strncasecmp(s, "kill", 4) == 0
+ || strncasecmp(s, "pause", 5) == 0
+ || strncasecmp(s, "kick", 4) == 0
+ || strncasecmp(s, "ping", 4) == 0
+ || strncasecmp(s, "ban", 3) == 0
+ || strncasecmp(s, "pmodel", 6) == 0
+ || (gamemode == GAME_NEHAHRA && (strncasecmp(s, "max", 3) == 0 || strncasecmp(s, "monster", 7) == 0 || strncasecmp(s, "scrag", 5) == 0 || strncasecmp(s, "gimme", 5) == 0 || strncasecmp(s, "wraith", 6) == 0))
+ || (gamemode != GAME_NEHAHRA && (strncasecmp(s, "god", 3) == 0 || strncasecmp(s, "notarget", 8) == 0 || strncasecmp(s, "fly", 3) == 0 || strncasecmp(s, "give", 4) == 0 || strncasecmp(s, "noclip", 6) == 0)))
+ Cmd_ExecuteString (s, src_client);
+ else
+ Con_Printf("%s tried to %s\n", host_client->name, s);
+ break;
- return true;
-}
+ case clc_disconnect:
+ SV_DropClient (false); // client wants to disconnect
+ return;
+
+ case clc_move:
+ SV_ReadClientMove (&host_client->cmd);
+ break;
+ case clc_ackentities:
+ EntityFrame_AckFrame(&host_client->entitydatabase, MSG_ReadLong());
+ break;
+ }
+ }
+}
/*
==================
*/
void SV_RunClients (void)
{
- int i;
+ int i;
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
{
if (!host_client->active)
continue;
-
- sv_player = host_client->edict;
- if (!SV_ReadClientMessage ())
- {
- SV_DropClient (false); // client misbehaved...
- continue;
- }
+ sv_player = host_client->edict;
if (!host_client->spawned)
{
- // clear client movement until a new packet is received
+ // clear client movement until a new packet is received
memset (&host_client->cmd, 0, sizeof(host_client->cmd));
continue;
}
-// always pause in single player if in console or menus
- if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
+ if (sv.frametime)
{
// LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
if (SV_PlayerPhysicsQC)
}
else
SV_ClientThink ();
+
+ SV_CheckVelocity (sv_player);
+
+ // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
+ // player_run/player_stand1 does not horribly malfunction if the
+ // velocity becomes a number that is both == 0 and != 0
+ // (sounds to me like NaN but to be absolutely safe...)
+ if (DotProduct(sv_player->v->velocity, sv_player->v->velocity) < 0.0001)
+ VectorClear(sv_player->v->velocity);
}
}
}