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d->k_left = false;
d->k_right = false;
d->k_up = false;
d->k_down = false;
d->jumpnext = false;
d->strafe = 0;
d->move = 0;
};
void
spawnstate(dynent *d) // reset player state not persistent accross spawns
{
resetmovement(d);
d->vel.x = d->vel.y = d->vel.z = 0;
d->onfloor = false;
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d->k_left = false;
d->k_right = false;
d->k_up = false;
d->k_down = false;
d->jumpnext = false;
d->strafe = 0;
d->move = 0;
}
void
spawnstate(dynent *d) // reset player state not persistent accross spawns
{
resetmovement(d);
d->vel.x = d->vel.y = d->vel.z = 0;
d->onfloor = false;
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d->gunselect = GUN_CG;
};
d->ammo[GUN_CG] /= 2;
};
} else {
d->ammo[GUN_SG] = 5;
};
};
dynent *
newdynent() // create a new blank player or monster
{
dynent *d = (dynent *)malloc(sizeof(dynent));
d->o.x = 0;
d->o.y = 0;
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d->gunselect = GUN_CG;
};
d->ammo[GUN_CG] /= 2;
};
} else {
d->ammo[GUN_SG] = 5;
};
}
dynent *
newdynent() // create a new blank player or monster
{
dynent *d = (dynent *)malloc(sizeof(dynent));
d->o.x = 0;
d->o.y = 0;
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d->monsterstate = 0;
d->name[0] = d->team[0] = 0;
d->blocked = false;
d->lifesequence = 0;
d->state = CS_ALIVE;
spawnstate(d);
return d;
};
void
respawnself()
{
spawnplayer(player1);
showscores(false);
};
void
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
if (d->state != CS_DEAD) {
alive++;
if (lastteam && strcmp(lastteam, d->team))
oneteam = false;
lastteam = d->team;
} else {
dead++;
};
};
int arenarespawnwait = 0;
int arenadetectwait = 0;
void
arenarespawn()
{
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d->monsterstate = 0;
d->name[0] = d->team[0] = 0;
d->blocked = false;
d->lifesequence = 0;
d->state = CS_ALIVE;
spawnstate(d);
return d;
}
void
respawnself()
{
spawnplayer(player1);
showscores(false);
}
void
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
if (d->state != CS_DEAD) {
alive++;
if (lastteam && strcmp(lastteam, d->team))
oneteam = false;
lastteam = d->team;
} else {
dead++;
};
}
int arenarespawnwait = 0;
int arenadetectwait = 0;
void
arenarespawn()
{
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else
conoutf(@"everyone died!");
arenarespawnwait = lastmillis + 5000;
arenadetectwait = lastmillis + 10000;
player1->roll = 0;
};
};
};
void
zapdynent(dynent *&d)
{
if (d)
free(d);
d = NULL;
};
extern int democlientnum;
void
otherplayers()
{
loopv(players) if (players[i])
{
const int lagtime = lastmillis - players[i]->lastupdate;
if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
players[i]->state = CS_LAGGED;
continue;
};
if (lagtime && players[i]->state != CS_DEAD &&
(!demoplayback || i != democlientnum))
moveplayer(
players[i], 2, false); // use physics to extrapolate
// player position
};
};
void
respawn()
{
if (player1->state == CS_DEAD) {
player1->attacking = false;
if (m_arena) {
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else
conoutf(@"everyone died!");
arenarespawnwait = lastmillis + 5000;
arenadetectwait = lastmillis + 10000;
player1->roll = 0;
};
};
}
void
zapdynent(dynent *&d)
{
if (d)
free(d);
d = NULL;
}
extern int democlientnum;
void
otherplayers()
{
loopv(players) if (players[i])
{
const int lagtime = lastmillis - players[i]->lastupdate;
if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
players[i]->state = CS_LAGGED;
continue;
};
if (lagtime && players[i]->state != CS_DEAD &&
(!demoplayback || i != democlientnum))
moveplayer(
players[i], 2, false); // use physics to extrapolate
// player position
}
}
void
respawn()
{
if (player1->state == CS_DEAD) {
player1->attacking = false;
if (m_arena) {
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if (!demoplayback) {
monsterthink();
if (player1->state == CS_DEAD) {
if (lastmillis - player1->lastaction < 2000) {
player1->move = player1->strafe = 0;
moveplayer(player1, 10, false);
} else if (!m_arena && !m_sp &&
lastmillis - player1->lastaction >
10000)
respawn();
} else if (!intermission) {
moveplayer(player1, 20, true);
checkitems();
};
c2sinfo(player1); // do this last, to reduce the
// effective frame lag
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if (!demoplayback) {
monsterthink();
if (player1->state == CS_DEAD) {
if (lastmillis - player1->lastaction < 2000) {
player1->move = player1->strafe = 0;
moveplayer(player1, 10, false);
} else if (!m_arena && !m_sp &&
lastmillis - player1->lastaction > 10000)
respawn();
} else if (!intermission) {
moveplayer(player1, 20, true);
checkitems();
};
c2sinfo(player1); // do this last, to reduce the
// effective frame lag
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return;
d->o.x -= dx;
d->o.y -= dy;
}
conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d->o.x,
(int)d->o.y);
// leave ent at original pos, possibly stuck
};
int spawncycle = -1;
int fixspawn = 2;
void
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
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return;
d->o.x -= dx;
d->o.y -= dy;
}
conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d->o.x,
(int)d->o.y);
// leave ent at original pos, possibly stuck
}
int spawncycle = -1;
int fixspawn = 2;
void
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
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} else {
d->o.x = d->o.y = (float)ssize / 2;
d->o.z = 4;
};
entinmap(d);
spawnstate(d);
d->state = CS_ALIVE;
};
// movement input code
#define dir(name, v, d, s, os) \
void name(bool isdown) \
{ \
player1->s = isdown; \
player1->v = isdown ? d : (player1->os ? -(d) : 0); \
player1->lastmove = lastmillis; \
};
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
void
attack(bool on)
{
if (intermission)
return;
if (editmode)
editdrag(on);
else if (player1->attacking = on)
respawn();
};
void
jumpn(bool on)
{
if (!intermission && (player1->jumpnext = on))
respawn();
};
COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
COMMANDN(jump, jumpn, ARG_DOWN)
COMMAND(attack, ARG_DOWN)
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} else {
d->o.x = d->o.y = (float)ssize / 2;
d->o.z = 4;
};
entinmap(d);
spawnstate(d);
d->state = CS_ALIVE;
}
// movement input code
#define dir(name, v, d, s, os) \
void name(bool isdown) \
{ \
player1->s = isdown; \
player1->v = isdown ? d : (player1->os ? -(d) : 0); \
player1->lastmove = lastmillis; \
}
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
void
attack(bool on)
{
if (intermission)
return;
if (editmode)
editdrag(on);
else if (player1->attacking = on)
respawn();
}
void
jumpn(bool on)
{
if (!intermission && (player1->jumpnext = on))
respawn();
}
COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
COMMANDN(jump, jumpn, ARG_DOWN)
COMMAND(attack, ARG_DOWN)
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player1->pitch = MAXPITCH;
if (player1->pitch < -MAXPITCH)
player1->pitch = -MAXPITCH;
while (player1->yaw < 0.0f)
player1->yaw += 360.0f;
while (player1->yaw >= 360.0f)
player1->yaw -= 360.0f;
};
void
mousemove(int dx, int dy)
{
if (player1->state == CS_DEAD || intermission)
return;
const float SENSF = 33.0f; // try match quake sens
player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
player1->pitch -= (dy / SENSF) *
(sensitivity / (float)sensitivityscale) *
(invmouse ? -1 : 1);
fixplayer1range();
};
// damage arriving from the network, monsters, yourself, all ends up here.
void
selfdamage(int damage, int actor, dynent *act)
{
if (player1->state != CS_ALIVE || editmode || intermission)
return;
damageblend(damage);
demoblend(damage);
int ad = damage * (player1->armourtype + 1) * 20 /
100; // let armour absorb when possible
if (ad > player1->armour)
ad = player1->armour;
player1->armour -= ad;
damage -= ad;
float droll = damage / 0.5f;
player1->roll +=
player1->roll > 0
? droll
: (player1->roll < 0
? -droll
: (rnd(2) ? droll
: -droll)); // give player a kick depending
// on amount of damage
if ((player1->health -= damage) <= 0) {
if (actor == -2) {
conoutf(@"you got killed by %s!", act->name);
} else if (actor == -1) {
actor = getclientnum();
conoutf(@"you suicided!");
addmsg(1, 2, SV_FRAGS, --player1->frags);
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player1->pitch = MAXPITCH;
if (player1->pitch < -MAXPITCH)
player1->pitch = -MAXPITCH;
while (player1->yaw < 0.0f)
player1->yaw += 360.0f;
while (player1->yaw >= 360.0f)
player1->yaw -= 360.0f;
}
void
mousemove(int dx, int dy)
{
if (player1->state == CS_DEAD || intermission)
return;
const float SENSF = 33.0f; // try match quake sens
player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
player1->pitch -= (dy / SENSF) *
(sensitivity / (float)sensitivityscale) * (invmouse ? -1 : 1);
fixplayer1range();
}
// damage arriving from the network, monsters, yourself, all ends up here.
void
selfdamage(int damage, int actor, dynent *act)
{
if (player1->state != CS_ALIVE || editmode || intermission)
return;
damageblend(damage);
demoblend(damage);
int ad = damage * (player1->armourtype + 1) * 20 /
100; // let armour absorb when possible
if (ad > player1->armour)
ad = player1->armour;
player1->armour -= ad;
damage -= ad;
float droll = damage / 0.5f;
player1->roll += player1->roll > 0
? droll
: (player1->roll < 0
? -droll
: (rnd(2) ? droll
: -droll)); // give player a kick depending
// on amount of damage
if ((player1->health -= damage) <= 0) {
if (actor == -2) {
conoutf(@"you got killed by %s!", act->name);
} else if (actor == -1) {
actor = getclientnum();
conoutf(@"you suicided!");
addmsg(1, 2, SV_FRAGS, --player1->frags);
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