/* * =============== * G_SetSpectatorStats * =============== */ public static void G_SetSpectatorStats(edict_t ent) { var cl = ent.client; if (null == cl.chase_target) { PlayerHud.G_SetStats(ent); } cl.ps.stats[Defines.STAT_SPECTATOR] = 1; // layouts are independant in spectator cl.ps.stats[Defines.STAT_LAYOUTS] = 0; if (cl.pers.health <= 0 || GameBase.level.intermissiontime != 0 || cl.showscores) { cl.ps.stats[Defines.STAT_LAYOUTS] |= 1; } if (cl.showinventory && cl.pers.health > 0) { cl.ps.stats[Defines.STAT_LAYOUTS] |= 2; } if (cl.chase_target != null && cl.chase_target.inuse) { //cl.ps.stats[STAT_CHASE] = (short) (CS_PLAYERSKINS + // (cl.chase_target - g_edicts) - 1); cl.ps.stats[Defines.STAT_CHASE] = (short)(Defines.CS_PLAYERSKINS + cl.chase_target.index - 1); } else { cl.ps.stats[Defines.STAT_CHASE] = 0; } }
/** * Called for each player at the end of the server frame and right after * spawning. */ public static void ClientEndServerFrame(edict_t ent) { float bobtime; int i; PlayerView.current_player = ent; PlayerView.current_client = ent.client; // // 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++) { PlayerView.current_client.ps.pmove.origin[i] = (short)(ent.s.origin[i] * 8.0); PlayerView.current_client.ps.pmove.velocity[i] = (short)(ent.velocity[i] * 8.0); } // // If the end of unit layout is displayed, don't give // the player any normal movement attributes // if (GameBase.level.intermissiontime != 0) { // FIXME: add view drifting here? PlayerView.current_client.ps.blend[3] = 0; PlayerView.current_client.ps.fov = 90; PlayerHud.G_SetStats(ent); return; } Math3D.AngleVectors(ent.client.v_angle, PlayerView.forward, PlayerView.right, PlayerView.up); // burn from lava, etc PlayerView.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[Defines.PITCH] > 180) { ent.s.angles[Defines.PITCH] = (-360 + ent.client.v_angle[Defines.PITCH]) / 3; } else { ent.s.angles[Defines.PITCH] = ent.client.v_angle[Defines.PITCH] / 3; } ent.s.angles[Defines.YAW] = ent.client.v_angle[Defines.YAW]; ent.s.angles[Defines.ROLL] = 0; ent.s.angles[Defines.ROLL] = PlayerView.SV_CalcRoll(ent.s.angles, ent.velocity) * 4; // // calculate speed and cycle to be used for // all cyclic walking effects // PlayerView.xyspeed = (float)Math.Sqrt(ent.velocity[0] * ent.velocity[0] + ent.velocity[1] * ent.velocity[1]); if (PlayerView.xyspeed < 5) { PlayerView.bobmove = 0; PlayerView.current_client.bobtime = 0; // start at beginning of cycle again } else if (ent.groundentity != null) { // so bobbing only cycles when on // ground if (PlayerView.xyspeed > 210) { PlayerView.bobmove = 0.25f; } else if (PlayerView.xyspeed > 100) { PlayerView.bobmove = 0.125f; } else { PlayerView.bobmove = 0.0625f; } } bobtime = PlayerView.current_client.bobtime += PlayerView.bobmove; if ((PlayerView.current_client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { bobtime *= 4; } PlayerView.bobcycle = (int)bobtime; PlayerView.bobfracsin = (float)Math.Abs(Math.Sin(bobtime * Math.PI)); // detect hitting the floor PlayerView.P_FallingDamage(ent); // apply all the damage taken this frame PlayerView.P_DamageFeedback(ent); // determine the view offsets PlayerView.SV_CalcViewOffset(ent); // determine the gun offsets PlayerView.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 PlayerView.SV_CalcBlend(ent); // chase cam stuff if (ent.client.resp.spectator) { PlayerHud.G_SetSpectatorStats(ent); } else { PlayerHud.G_SetStats(ent); } PlayerHud.G_CheckChaseStats(ent); PlayerView.G_SetClientEvent(ent); PlayerView.G_SetClientEffects(ent); PlayerView.G_SetClientSound(ent); PlayerView.G_SetClientFrame(ent); Math3D.VectorCopy(ent.velocity, ent.client.oldvelocity); Math3D.VectorCopy(ent.client.ps.viewangles, ent.client.oldviewangles); // clear weapon kicks Math3D.VectorClear(ent.client.kick_origin); Math3D.VectorClear(ent.client.kick_angles); // if the scoreboard is up, update it if (ent.client.showscores && 0 == (GameBase.level.framenum & 31)) { PlayerHud.DeathmatchScoreboardMessage(ent, ent.enemy); GameBase.gi.unicast(ent, false); } }