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];
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;
}
// 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);
float len;
eval_t *val;
- len = VectorNormalizeLength (sv_player->v.punchangle);
+ 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)))
{
int i;
float wishspeed;
- AngleVectors (sv_player->v.v_angle, forward, right, up);
+ 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;
float speed, newspeed, wishspeed, addspeed, accelspeed, temp;
// user intentions
- AngleVectors (sv_player->v.v_angle, forward, right, up);
+ 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;
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];
}
// 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);
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)
+ if ((int)sv_player->v->movetype != MOVETYPE_WALK)
wishvel[2] += cmd.upmove;
VectorCopy (wishvel, wishdir);
wishspeed = sv_maxspeed.value;
}
- if (sv_player->v.movetype == MOVETYPE_NOCLIP)
+ if (sv_player->v->movetype == MOVETYPE_NOCLIP)
{
// noclip
VectorCopy (wishvel, velocity);
{
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;
+ onground = (int)sv_player->v->flags & FL_ONGROUND;
- origin = sv_player->v.origin;
- velocity = sv_player->v.velocity;
+ origin = sv_player->v->origin;
+ velocity = sv_player->v->velocity;
DropPunchAngle ();
// if dead, behave differently
- if (sv_player->v.health <= 0)
+ if (sv_player->v->health <= 0)
return;
// angles
// show 1/3 the pitch angle and all the roll angle
cmd = host_client->cmd;
- angles = sv_player->v.angles;
+ 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)
+ 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;
// 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_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))
+ if ((sv_player->v->waterlevel >= 2) && (sv_player->v->movetype != MOVETYPE_NOCLIP))
{
SV_WaterMove ();
return;
// if paused or a local game, don't predict
if (sv_predict.integer && (svs.maxclients > 1) && (!sv.paused))
host_client->latency = host_client->ping;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_ping)))
+ if ((val = GETEDICTFIELDVALUE(sv_player, eval_ping)))
val->_float = host_client->ping * 1000.0;
// read current angles
for (i = 0;i < 3;i++)
angle[i] = MSG_ReadFloat ();
- VectorCopy (angle, host_client->edict->v.v_angle);
+ VectorCopy (angle, sv_player->v->v_angle);
// 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;
// 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;
}
/*
ret = NET_GetMessage (host_client->netconnection);
if (ret == -1)
{
- Sys_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n");
+ Con_Printf ("SV_ReadClientMessage: NET_GetMessage failed\n");
return false;
}
if (!ret)
if (msg_badread)
{
- Sys_Printf ("SV_ReadClientMessage: badread\n");
+ Con_Printf ("SV_ReadClientMessage: badread\n");
return false;
}
cmd = MSG_ReadChar ();
-#ifndef NOROUTINGFIX
- if (cmd != -1 && host_client->waitingforconnect)
- {
- host_client->waitingforconnect = false;
- host_client->sendserverinfo = true;
- }
-#endif
-
switch (cmd)
{
case -1:
goto nextmsg;
default:
- Sys_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd);
+ Con_Printf ("SV_ReadClientMessage: unknown command char %i\n", cmd);
return false;
case clc_nop:
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)))
+ 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, "spawn", 5) == 0
+ || strncasecmp(s, "begin", 5) == 0
+ || strncasecmp(s, "prespawn", 8) == 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)))
{
ret = 1;
Cmd_ExecuteString (s, src_client);
}
else
- Con_DPrintf("%s tried to %s\n", host_client->name, s);
+ Con_Printf("%s tried to %s\n", host_client->name, s);
break;
case clc_disconnect:
if (!SV_ReadClientMessage ())
{
- // client misbehaved...
- SV_DropClient (false);
+ SV_DropClient (false); // client misbehaved...
continue;
}
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);
}
}
}