[quake3-commits] r2116 - in trunk/code: botlib cgame client game q3_ui ui
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Mon Aug 1 07:39:34 EDT 2011
Author: thilo
Date: 2011-08-01 07:39:33 -0400 (Mon, 01 Aug 2011)
New Revision: 2116
Modified:
trunk/code/botlib/be_ai_move.c
trunk/code/cgame/cg_draw.c
trunk/code/cgame/cg_event.c
trunk/code/cgame/cg_main.c
trunk/code/cgame/cg_players.c
trunk/code/cgame/cg_playerstate.c
trunk/code/cgame/cg_predict.c
trunk/code/cgame/cg_servercmds.c
trunk/code/client/cl_main.c
trunk/code/game/ai_chat.c
trunk/code/game/ai_dmnet.c
trunk/code/game/ai_dmq3.c
trunk/code/game/ai_main.c
trunk/code/game/ai_team.c
trunk/code/game/bg_pmove.c
trunk/code/game/g_active.c
trunk/code/game/g_bot.c
trunk/code/game/g_client.c
trunk/code/game/g_cmds.c
trunk/code/game/g_combat.c
trunk/code/game/g_items.c
trunk/code/game/g_local.h
trunk/code/game/g_main.c
trunk/code/game/g_misc.c
trunk/code/game/g_mover.c
trunk/code/game/g_spawn.c
trunk/code/game/g_team.c
trunk/code/game/g_weapon.c
trunk/code/q3_ui/ui_gameinfo.c
trunk/code/q3_ui/ui_players.c
trunk/code/q3_ui/ui_startserver.c
trunk/code/ui/ui_gameinfo.c
trunk/code/ui/ui_main.c
trunk/code/ui/ui_players.c
Log:
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
Modified: trunk/code/botlib/be_ai_move.c
===================================================================
--- trunk/code/botlib/be_ai_move.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/botlib/be_ai_move.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -3187,7 +3187,7 @@
else if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_ELEVATOR ||
(reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_FUNCBOB)
{
- if ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
+ if ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
{
ms->reachability_time = AAS_Time() + 5;
Modified: trunk/code/cgame/cg_draw.c
===================================================================
--- trunk/code/cgame/cg_draw.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_draw.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -2123,9 +2123,9 @@
char *s;
int sec, cs_offset;
- if ( cgs.clientinfo->team == TEAM_RED )
+ if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
cs_offset = 0;
- else if ( cgs.clientinfo->team == TEAM_BLUE )
+ else if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
cs_offset = 1;
else
return;
Modified: trunk/code/cgame/cg_event.c
===================================================================
--- trunk/code/cgame/cg_event.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_event.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -418,7 +418,52 @@
}
+/*
+================
+CG_WaterLevel
+Returns waterlevel for entity origin
+================
+*/
+int CG_WaterLevel(centity_t *cent) {
+ vec3_t point;
+ int contents, sample1, sample2, anim, waterlevel;
+
+ // get waterlevel, accounting for ducking
+ waterlevel = 0;
+ VectorCopy(cent->lerpOrigin, point);
+ point[2] += MINS_Z + 1;
+ anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
+
+ if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
+ point[2] += CROUCH_VIEWHEIGHT;
+ } else {
+ point[2] += DEFAULT_VIEWHEIGHT;
+ }
+
+ contents = CG_PointContents(point, -1);
+
+ if (contents & MASK_WATER) {
+ sample2 = point[2] - MINS_Z;
+ sample1 = sample2 / 2;
+ waterlevel = 1;
+ point[2] = cent->lerpOrigin[2] + MINS_Z + sample1;
+ contents = CG_PointContents(point, -1);
+
+ if (contents & MASK_WATER) {
+ waterlevel = 2;
+ point[2] = cent->lerpOrigin[2] + MINS_Z + sample2;
+ contents = CG_PointContents(point, -1);
+
+ if (contents & MASK_WATER) {
+ waterlevel = 3;
+ }
+ }
+ }
+
+ return waterlevel;
+}
+
/*
================
CG_PainEvent
@@ -443,9 +488,16 @@
} else {
snd = "*pain100_1.wav";
}
- trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
- CG_CustomSound( cent->currentState.number, snd ) );
-
+ // play a gurp sound instead of a normal pain sound
+ if (CG_WaterLevel(cent) >= 1) {
+ if (rand()&1) {
+ trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav"));
+ } else {
+ trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav"));
+ }
+ } else {
+ trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
+ }
// save pain time for programitic twitch animation
cent->pe.painTime = cg.time;
cent->pe.painDirection ^= 1;
@@ -1105,8 +1157,13 @@
case EV_DEATH2:
case EV_DEATH3:
DEBUGNAME("EV_DEATHx");
- trap_S_StartSound( NULL, es->number, CHAN_VOICE,
- CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) );
+
+ if (CG_WaterLevel(cent) >= 1) {
+ trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
+ } else {
+ trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
+ }
+
break;
Modified: trunk/code/cgame/cg_main.c
===================================================================
--- trunk/code/cgame/cg_main.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_main.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -920,6 +920,7 @@
}
if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
+ cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion");
cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" );
cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" );
cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" );
@@ -1189,7 +1190,7 @@
return NULL;
}
if ( len >= MAX_MENUFILE ) {
- trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) );
+ trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) );
trap_FS_FCloseFile( f );
return NULL;
}
@@ -1446,7 +1447,7 @@
}
if ( len >= MAX_MENUDEFFILE ) {
- trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) );
+ trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", menuFile, len, MAX_MENUDEFFILE ) );
trap_FS_FCloseFile( f );
return;
}
Modified: trunk/code/cgame/cg_players.c
===================================================================
--- trunk/code/cgame/cg_players.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_players.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -247,7 +247,7 @@
}
if ( i != MAX_ANIMATIONS ) {
- CG_Printf( "Error parsing animation file: %s", filename );
+ CG_Printf( "Error parsing animation file: %s\n", filename );
return qfalse;
}
@@ -1048,7 +1048,7 @@
CG_SetDeferredClientInfo( clientNum, &newInfo );
// if we are low on memory, leave them with this model
if ( forceDefer ) {
- CG_Printf( "Memory is low. Using deferred model.\n" );
+ CG_Printf( "Memory is low. Using deferred model.\n" );
newInfo.deferred = qfalse;
}
} else {
@@ -1081,7 +1081,7 @@
if ( ci->infoValid && ci->deferred ) {
// if we are low on memory, leave it deferred
if ( trap_MemoryRemaining() < 4000000 ) {
- CG_Printf( "Memory is low. Using deferred model.\n" );
+ CG_Printf( "Memory is low. Using deferred model.\n" );
ci->deferred = qfalse;
continue;
}
@@ -1399,7 +1399,8 @@
// allow yaw to drift a bit
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
- || ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
+ || ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND
+ && (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
// if not standing still, always point all in the same direction
cent->pe.torso.yawing = qtrue; // always center
cent->pe.torso.pitching = qtrue; // always center
Modified: trunk/code/cgame/cg_playerstate.c
===================================================================
--- trunk/code/cgame/cg_playerstate.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_playerstate.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -415,7 +415,7 @@
}
// check for flag pickup
- if ( cgs.gametype >= GT_TEAM ) {
+ if ( cgs.gametype > GT_TEAM ) {
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
@@ -465,6 +465,11 @@
// fraglimit warnings
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
highScore = cgs.scores1;
+
+ if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) {
+ highScore = cgs.scores2;
+ }
+
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
cg.fraglimitWarnings |= 1 | 2 | 4;
CG_AddBufferedSound(cgs.media.oneFragSound);
Modified: trunk/code/cgame/cg_predict.c
===================================================================
--- trunk/code/cgame/cg_predict.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_predict.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -287,10 +287,8 @@
return;
}
}
- if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) {
-#else
- if( cgs.gametype == GT_CTF ) {
#endif
+ if( cgs.gametype == GT_CTF ) {
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
item->giTag == PW_REDFLAG)
return;
Modified: trunk/code/cgame/cg_servercmds.c
===================================================================
--- trunk/code/cgame/cg_servercmds.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_servercmds.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -545,7 +545,7 @@
return qfalse;
}
if ( len >= MAX_VOICEFILESIZE ) {
- trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
+ trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
trap_FS_FCloseFile( f );
return qfalse;
}
@@ -658,7 +658,7 @@
return -1;
}
if ( len >= MAX_VOICEFILESIZE ) {
- trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
+ trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
trap_FS_FCloseFile( f );
return -1;
}
Modified: trunk/code/client/cl_main.c
===================================================================
--- trunk/code/client/cl_main.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/client/cl_main.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -2598,7 +2598,7 @@
if (clc.state != CA_CONNECTING)
{
- Com_DPrintf("Unwanted challenge response received. Ignored.\n");
+ Com_DPrintf("Unwanted challenge response received. Ignored.\n");
return;
}
@@ -2677,7 +2677,7 @@
// server connection
if ( !Q_stricmp(c, "connectResponse") ) {
if ( clc.state >= CA_CONNECTED ) {
- Com_Printf ("Dup connect received. Ignored.\n");
+ Com_Printf ("Dup connect received. Ignored.\n");
return;
}
if ( clc.state != CA_CHALLENGING ) {
Modified: trunk/code/game/ai_chat.c
===================================================================
--- trunk/code/game/ai_chat.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_chat.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -381,6 +381,7 @@
if (BotIsDead(bs)) return qtrue;
//never start chatting with a powerup
if (bs->inventory[INVENTORY_QUAD] ||
+ bs->inventory[INVENTORY_ENVIRONMENTSUIT] ||
bs->inventory[INVENTORY_HASTE] ||
bs->inventory[INVENTORY_INVISIBILITY] ||
bs->inventory[INVENTORY_REGEN] ||
Modified: trunk/code/game/ai_dmnet.c
===================================================================
--- trunk/code/game/ai_dmnet.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_dmnet.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -193,8 +193,12 @@
//check if the bot should go for air
if (BotGoForAir(bs, tfl, ltg, range)) return qtrue;
- //if the bot is carrying the enemy flag
- if (BotCTFCarryingFlag(bs)) {
+ // if the bot is carrying a flag or cubes
+ if (BotCTFCarryingFlag(bs)
+#ifdef MISSIONPACK
+ || Bot1FCTFCarryingFlag(bs) || BotHarvesterCarryingCubes(bs)
+#endif
+ ) {
//if the bot is just a few secs away from the base
if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin,
bs->teamgoal.areanum, TFL_DEFAULT) < 300) {
@@ -1303,7 +1307,11 @@
return WEAPONINDEX_CHAINGUN;
else if (bs->inventory[INVENTORY_NAILGUN] > 0 && bs->inventory[INVENTORY_NAILS] > 0)
return WEAPONINDEX_NAILGUN;
+ else if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && bs->inventory[INVENTORY_MINES] > 0)
+ return WEAPONINDEX_PROXLAUNCHER;
#endif
+ else if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 && bs->inventory[INVENTORY_GRENADES] > 0)
+ return WEAPONINDEX_GRENADE_LAUNCHER;
else if (bs->inventory[INVENTORY_RAILGUN] > 0 && bs->inventory[INVENTORY_SLUGS] > 0)
return WEAPONINDEX_RAILGUN;
else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0)
@@ -1962,11 +1970,12 @@
BotRecordNodeSwitch(bs, "battle fight", "", s);
trap_BotResetLastAvoidReach(bs->ms);
bs->ainode = AINode_Battle_Fight;
+ bs->flags &= ~BFL_FIGHTSUICIDAL;
}
/*
==================
-AIEnter_Battle_Fight
+AIEnter_Battle_SuicidalFight
==================
*/
void AIEnter_Battle_SuicidalFight(bot_state_t *bs, char *s) {
@@ -2083,6 +2092,12 @@
}
//if the enemy is not visible
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
+#ifdef MISSIONPACK
+ if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) {
+ AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
+ return qfalse;
+ }
+#endif
if (BotWantsToChase(bs)) {
AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight");
return qfalse;
Modified: trunk/code/game/ai_dmq3.c
===================================================================
--- trunk/code/game/ai_dmq3.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_dmq3.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -141,16 +141,17 @@
==================
*/
int BotTeam(bot_state_t *bs) {
- char info[1024];
if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
- //BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
return qfalse;
}
- trap_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info));
- //
- if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return TEAM_RED;
- else if (atoi(Info_ValueForKey(info, "t")) == TEAM_BLUE) return TEAM_BLUE;
+
+ if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) {
+ return TEAM_RED;
+ } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) {
+ return TEAM_BLUE;
+ }
+
return TEAM_FREE;
}
@@ -1677,8 +1678,8 @@
//trap_BotEnterChat(bs->cs, leader, CHAT_TELL);
}
}
- bs->teamtaskpreference |= TEAMTP_ATTACKER;
}
+ bs->teamtaskpreference |= TEAMTP_ATTACKER;
}
bs->teamtaskpreference &= ~TEAMTP_DEFENDER;
}
@@ -2283,7 +2284,7 @@
else if (gametype == GT_OBELISK) {
//the bots should be dedicated to attacking the enemy obelisk
if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
- if (bs->enemy != redobelisk.entitynum ||
+ if (bs->enemy != redobelisk.entitynum &&
bs->enemy != blueobelisk.entitynum) {
return qtrue;
}
@@ -2302,8 +2303,12 @@
if (bs->enemy >= 0) {
//if the enemy is carrying a flag
BotEntityInfo(bs->enemy, &entinfo);
- if (EntityCarriesFlag(&entinfo))
- return qfalse;
+ // if the enemy is carrying a flag
+ if (EntityCarriesFlag(&entinfo)) return qfalse;
+#ifdef MISSIONPACK
+ // if the enemy is carrying cubes
+ if (EntityCarriesCubes(&entinfo)) return qfalse;
+#endif
}
//if the bot is getting the flag
if (bs->ltgtype == LTG_GETFLAG)
@@ -2344,7 +2349,7 @@
else if (gametype == GT_OBELISK) {
//the bots should be dedicated to attacking the enemy obelisk
if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
- if (bs->enemy != redobelisk.entitynum ||
+ if (bs->enemy != redobelisk.entitynum &&
bs->enemy != blueobelisk.entitynum) {
return qfalse;
}
@@ -2352,8 +2357,11 @@
}
else if (gametype == GT_HARVESTER) {
//never chase if carrying cubes
- if (BotHarvesterCarryingCubes(bs))
- return qfalse;
+ if (BotHarvesterCarryingCubes(bs)) return qfalse;
+
+ BotEntityInfo(bs->enemy, &entinfo);
+ // always chase if the enemy is carrying cubes
+ if (EntityCarriesCubes(&entinfo)) return qtrue;
}
#endif
//if the bot is getting the flag
@@ -2767,22 +2775,19 @@
==================
*/
int BotSameTeam(bot_state_t *bs, int entnum) {
- char info1[1024], info2[1024];
if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
- //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
return qfalse;
}
+
if (entnum < 0 || entnum >= MAX_CLIENTS) {
- //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
return qfalse;
}
- if ( gametype >= GT_TEAM ) {
- trap_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1));
- trap_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2));
- //
- if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) return qtrue;
+
+ if (gametype >= GT_TEAM) {
+ if (level.clients[bs->client].sess.sessionTeam == level.clients[entnum].sess.sessionTeam) return qtrue;
}
+
return qfalse;
}
@@ -3636,7 +3641,7 @@
VectorMA(start, -12, forward, start);
BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT);
//if the entity is a client
- if (trace.ent > 0 && trace.ent <= MAX_CLIENTS) {
+ if (trace.ent >= 0 && trace.ent < MAX_CLIENTS) {
if (trace.ent != attackentity) {
//if a teammate is hit
if (BotSameTeam(bs, trace.ent))
@@ -5133,7 +5138,7 @@
#ifdef MISSIONPACK
if (gametype == GT_CTF) {
if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
- BotAI_Print(PRT_WARNING, "no alt routes without Neutral Flag\n");
+ BotAI_Print(PRT_WARNING, "No alt routes without Neutral Flag\n");
if (ctf_neutralflag.areanum) {
//
red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
@@ -5151,7 +5156,8 @@
}
}
else if (gametype == GT_1FCTF) {
- //
+ if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Obelisk\n");
red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
ctf_neutralflag.origin, ctf_neutralflag.areanum,
ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT,
@@ -5167,7 +5173,7 @@
}
else if (gametype == GT_OBELISK) {
if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
+ BotAI_Print(PRT_WARNING, "No alt routes without Neutral Obelisk\n");
//
red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
neutralobelisk.origin, neutralobelisk.areanum,
@@ -5183,7 +5189,8 @@
ALTROUTEGOAL_VIEWPORTALS);
}
else if (gametype == GT_HARVESTER) {
- //
+ if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n");
red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
neutralobelisk.origin, neutralobelisk.areanum,
redobelisk.origin, redobelisk.areanum, TFL_DEFAULT,
@@ -5414,27 +5421,27 @@
if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Flag\n");
if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
- BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
+ BotAI_Print(PRT_WARNING, "One Flag CTF without Red Flag\n");
if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
- BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
+ BotAI_Print(PRT_WARNING, "One Flag CTF without Blue Flag\n");
}
else if (gametype == GT_OBELISK) {
if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Obelisk without red obelisk\n");
+ BotAI_Print(PRT_WARNING, "Overload without Red Obelisk\n");
BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Obelisk without blue obelisk\n");
+ BotAI_Print(PRT_WARNING, "Overload without Blue Obelisk\n");
BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
}
else if (gametype == GT_HARVESTER) {
if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Harvester without red obelisk\n");
+ BotAI_Print(PRT_WARNING, "Harvester without Red Obelisk\n");
BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Harvester without blue obelisk\n");
+ BotAI_Print(PRT_WARNING, "Harvester without Blue Obelisk\n");
BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
- BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
+ BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n");
BotSetEntityNumForGoal(&neutralobelisk, "team_neutralobelisk");
}
#endif
Modified: trunk/code/game/ai_main.c
===================================================================
--- trunk/code/game/ai_main.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_main.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -821,11 +821,10 @@
vec3_t angles, forward, right;
short temp;
int j;
+ float f, r, u, m;
//clear the whole structure
memset(ucmd, 0, sizeof(usercmd_t));
- //
- //Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
//the duration for the user command in milli seconds
ucmd->serverTime = time;
//
@@ -876,21 +875,37 @@
//bot input speed is in the range [0, 400]
bi->speed = bi->speed * 127 / 400;
//set the view independent movement
- ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed;
- ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed;
- ucmd->upmove = abs(forward[2]) * bi->dir[2] * bi->speed;
- //normal keyboard movement
- if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove += 127;
- if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove -= 127;
- if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove -= 127;
- if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove += 127;
+ f = DotProduct(forward, bi->dir);
+ r = DotProduct(right, bi->dir);
+ u = abs(forward[2]) * bi->dir[2];
+ m = fabs(f);
+
+ if (fabs(r) > m) {
+ m = fabs(r);
+ }
+
+ if (fabs(u) > m) {
+ m = fabs(u);
+ }
+
+ if (m > 0) {
+ f *= bi->speed / m;
+ r *= bi->speed / m;
+ u *= bi->speed / m;
+ }
+
+ ucmd->forwardmove = f;
+ ucmd->rightmove = r;
+ ucmd->upmove = u;
+
+ if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127;
+ if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127;
+ if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127;
+ if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127;
//jump/moveup
- if (bi->actionflags & ACTION_JUMP) ucmd->upmove += 127;
+ if (bi->actionflags & ACTION_JUMP) ucmd->upmove = 127;
//crouch/movedown
- if (bi->actionflags & ACTION_CROUCH) ucmd->upmove -= 127;
- //
- //Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
- //Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime);
+ if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127;
}
/*
Modified: trunk/code/game/ai_team.c
===================================================================
--- trunk/code/game/ai_team.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_team.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -458,11 +458,11 @@
case 1: break;
case 2:
{
- //both will go for the enemy flag
+ // keep one near the base for when the flag is returned
ClientName(teammates[0], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
- BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
+ BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
//
ClientName(teammates[1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
@@ -494,7 +494,7 @@
//keep some people near the base for when the flag is returned
defenders = (int) (float) numteammates * 0.3 + 0.5;
if (defenders > 3) defenders = 3;
- attackers = (int) (float) numteammates * 0.7 + 0.5;
+ attackers = (int) (float) numteammates * 0.6 + 0.5;
if (attackers > 6) attackers = 6;
for (i = 0; i < defenders; i++) {
//
@@ -537,7 +537,7 @@
{
//everyone go for the flag
ClientName(teammates[0], name, sizeof(name));
- BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
+ BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[0]);
BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
//
@@ -1349,7 +1349,7 @@
if (defenders > 8) defenders = 8;
//10% will try to return the flag
attackers = (int) (float) numteammates * 0.1 + 0.5;
- if (attackers > 2) attackers = 2;
+ if (attackers > 1) attackers = 1;
for (i = 0; i < defenders; i++) {
//
ClientName(teammates[i], name, sizeof(name));
@@ -1410,7 +1410,7 @@
{
//70% defend the base
defenders = (int) (float) numteammates * 0.7 + 0.5;
- if (defenders > 8) defenders = 8;
+ if (defenders > 7) defenders = 7;
//20% try to return the flag
attackers = (int) (float) numteammates * 0.2 + 0.5;
if (attackers > 2) attackers = 2;
@@ -1573,7 +1573,7 @@
ClientName(teammates[numteammates - i - 1], name, sizeof(name));
BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
- BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_DEFEND);
+ BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
}
//
break;
Modified: trunk/code/game/bg_pmove.c
===================================================================
--- trunk/code/game/bg_pmove.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/bg_pmove.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -424,7 +424,7 @@
spot[2] += 16;
cont = pm->pointcontents (spot, pm->ps->clientNum );
- if ( cont ) {
+ if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) {
return qfalse;
}
@@ -1862,7 +1862,7 @@
}
// set the firing flag for continuous beam weapons
- if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
+ if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && (!pm->ps->pm_type == PM_NOCLIP)
&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
pm->ps->eFlags |= EF_FIRING;
} else {
Modified: trunk/code/game/g_active.c
===================================================================
--- trunk/code/game/g_active.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_active.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -128,15 +128,6 @@
if (ent->damage > 15)
ent->damage = 15;
- // play a gurp sound instead of a normal pain sound
- if (ent->health <= ent->damage) {
- G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
- } else if (rand()&1) {
- G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
- } else {
- G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
- }
-
// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;
@@ -999,13 +990,13 @@
// forcerespawn is to prevent users from waiting out powerups
if ( g_forcerespawn.integer > 0 &&
( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
- respawn( ent );
+ ClientRespawn( ent );
return;
}
// pressing attack or use is the normal respawn method
if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
- respawn( ent );
+ ClientRespawn( ent );
}
}
return;
Modified: trunk/code/game/g_bot.c
===================================================================
--- trunk/code/game/g_bot.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_bot.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -132,7 +132,7 @@
return;
}
if ( len >= MAX_ARENAS_TEXT ) {
- trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+ trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
@@ -651,7 +651,7 @@
// have the server allocate a client slot
clientNum = trap_BotAllocateClient();
if ( clientNum == -1 ) {
- G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" );
+ G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" );
G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" );
return;
}
@@ -863,7 +863,7 @@
return;
}
if ( len >= MAX_BOTS_TEXT ) {
- trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+ trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
Modified: trunk/code/game/g_client.c
===================================================================
--- trunk/code/game/g_client.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_client.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -419,8 +419,6 @@
body = level.bodyQue[ level.bodyQueIndex ];
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
- trap_UnlinkEntity (body);
-
body->s = ent->s;
body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
#ifdef MISSIONPACK
@@ -526,18 +524,13 @@
/*
================
-respawn
+ClientRespawn
================
*/
-void respawn( gentity_t *ent ) {
- gentity_t *tent;
+void ClientRespawn( gentity_t *ent ) {
CopyToBodyQue (ent);
ClientSpawn(ent);
-
- // add a teleportation effect
- tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
- tent->s.clientNum = ent->s.clientNum;
}
/*
@@ -1007,7 +1000,6 @@
void ClientBegin( int clientNum ) {
gentity_t *ent;
gclient_t *client;
- gentity_t *tent;
int flags;
ent = g_entities + clientNum;
@@ -1039,10 +1031,6 @@
ClientSpawn( ent );
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
- // send event
- tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
- tent->s.clientNum = ent->s.clientNum;
-
if ( g_gametype.integer != GT_TOURNAMENT ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
}
@@ -1071,6 +1059,7 @@
clientSession_t savedSess;
int persistant[MAX_PERSISTANT];
gentity_t *spawnPoint;
+ gentity_t *tent;
int flags;
int savedPing;
// char *savedAreaBits;
@@ -1206,19 +1195,6 @@
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
SetClientViewAngle( ent, spawn_angles );
-
- if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
-
- } else {
- G_KillBox( ent );
- trap_LinkEntity (ent);
-
- // force the base weapon up
- client->ps.weapon = WP_MACHINEGUN;
- client->ps.weaponstate = WEAPON_READY;
-
- }
-
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
@@ -1231,36 +1207,40 @@
client->ps.torsoAnim = TORSO_STAND;
client->ps.legsAnim = LEGS_IDLE;
- if ( level.intermissiontime ) {
- MoveClientToIntermission( ent );
- } else {
- // fire the targets of the spawn point
- G_UseTargets( spawnPoint, ent );
+ if (!level.intermissiontime) {
+ if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
+ G_KillBox(ent);
+ // force the base weapon up
+ client->ps.weapon = WP_MACHINEGUN;
+ client->ps.weaponstate = WEAPON_READY;
+ // fire the targets of the spawn point
+ G_UseTargets(spawnPoint, ent);
+ // select the highest weapon number available, after any spawn given items have fired
+ client->ps.weapon = 1;
- // select the highest weapon number available, after any
- // spawn given items have fired
- client->ps.weapon = 1;
- for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
- if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
- client->ps.weapon = i;
- break;
+ for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) {
+ if (client->ps.stats[STAT_WEAPONS] & (1 << i)) {
+ client->ps.weapon = i;
+ break;
+ }
}
+ // positively link the client, even if the command times are weird
+ VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);
+
+ tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
+ tent->s.clientNum = ent->s.clientNum;
+
+ trap_LinkEntity (ent);
}
+ } else {
+ // move players to intermission
+ MoveClientToIntermission(ent);
}
-
// run a client frame to drop exactly to the floor,
// initialize animations and other things
client->ps.commandTime = level.time - 100;
ent->client->pers.cmd.serverTime = level.time;
ClientThink( ent-g_entities );
-
- // positively link the client, even if the command times are weird
- if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
- VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
- trap_LinkEntity( ent );
- }
-
// run the presend to set anything else
ClientEndFrame( ent );
Modified: trunk/code/game/g_cmds.c
===================================================================
--- trunk/code/game/g_cmds.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_cmds.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -1171,7 +1171,7 @@
==================
*/
void Cmd_Where_f( gentity_t *ent ) {
- trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos( ent->s.origin ) ) );
+ trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos(ent->r.currentOrigin) ) );
}
static const char *gameNames[] = {
Modified: trunk/code/game/g_combat.c
===================================================================
--- trunk/code/game/g_combat.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_combat.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -561,22 +561,7 @@
}
}
- // if client is in a nodrop area, don't drop anything (but return CTF flags!)
- contents = trap_PointContents( self->r.currentOrigin, -1 );
- if ( !( contents & CONTENTS_NODROP )) {
- TossClientItems( self );
- }
- else {
- if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
- Team_ReturnFlag( TEAM_FREE );
- }
- else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
- Team_ReturnFlag( TEAM_RED );
- }
- else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
- Team_ReturnFlag( TEAM_BLUE );
- }
- }
+ TossClientItems( self );
#ifdef MISSIONPACK
TossClientPersistantPowerups( self );
if( g_gametype.integer == GT_HARVESTER ) {
@@ -626,6 +611,8 @@
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
// never gib in a nodrop
+ contents = trap_PointContents( self->r.currentOrigin, -1 );
+
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
// gib death
GibEntity( self, killer );
Modified: trunk/code/game/g_items.c
===================================================================
--- trunk/code/game/g_items.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_items.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -724,11 +724,11 @@
// check for the two flags
item = BG_FindItem( "Red Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
}
item = BG_FindItem( "Blue Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
}
}
#ifdef MISSIONPACK
@@ -738,15 +738,15 @@
// check for all three flags
item = BG_FindItem( "Red Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
}
item = BG_FindItem( "Blue Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
}
item = BG_FindItem( "Neutral Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map\n" );
}
}
@@ -757,13 +757,13 @@
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
if( !ent ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
if( !ent ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
}
}
@@ -774,19 +774,19 @@
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
if( !ent ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
if( !ent ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
if( !ent ) {
- G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" );
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map\n" );
}
}
#endif
Modified: trunk/code/game/g_local.h
===================================================================
--- trunk/code/game/g_local.h 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_local.h 2011-08-01 11:39:33 UTC (rev 2116)
@@ -573,7 +573,7 @@
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot);
void CopyToBodyQue( gentity_t *ent );
-void respawn (gentity_t *ent);
+void ClientRespawn(gentity_t *ent);
void BeginIntermission (void);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
Modified: trunk/code/game/g_main.c
===================================================================
--- trunk/code/game/g_main.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_main.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -496,8 +496,6 @@
if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
G_ModelIndex( SP_PODIUM_MODEL );
- G_SoundIndex( "sound/player/gurp1.wav" );
- G_SoundIndex( "sound/player/gurp2.wav" );
}
if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
@@ -933,7 +931,7 @@
StopFollowing( ent );
}
-
+ FindIntermissionPoint();
// move to the spot
VectorCopy( level.intermission_origin, ent->s.origin );
VectorCopy( level.intermission_origin, ent->client->ps.origin );
@@ -1001,8 +999,17 @@
}
level.intermissiontime = level.time;
- FindIntermissionPoint();
-
+ // move all clients to the intermission point
+ for (i=0 ; i< level.maxclients ; i++) {
+ client = g_entities + i;
+ if (!client->inuse)
+ continue;
+ // respawn if dead
+ if (client->health <= 0) {
+ ClientRespawn(client);
+ }
+ MoveClientToIntermission( client );
+ }
#ifdef MISSIONPACK
if (g_singlePlayer.integer) {
trap_Cvar_Set("ui_singlePlayerActive", "0");
@@ -1015,19 +1022,6 @@
SpawnModelsOnVictoryPads();
}
#endif
-
- // move all clients to the intermission point
- for (i=0 ; i< level.maxclients ; i++) {
- client = g_entities + i;
- if (!client->inuse)
- continue;
- // respawn if dead
- if (client->health <= 0) {
- respawn(client);
- }
- MoveClientToIntermission( client );
- }
-
// send the current scoring to all clients
SendScoreboardMessageToAllClients();
Modified: trunk/code/game/g_misc.c
===================================================================
--- trunk/code/game/g_misc.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_misc.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -78,7 +78,9 @@
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
gentity_t *tent;
+ qboolean noAngles;
+ noAngles = (angles[0] > 999999.0);
// use temp events at source and destination to prevent the effect
// from getting dropped by a second player event
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
@@ -94,19 +96,17 @@
VectorCopy ( origin, player->client->ps.origin );
player->client->ps.origin[2] += 1;
-
+ if (!noAngles) {
// spit the player out
AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
player->client->ps.pm_time = 160; // hold time
player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
-
+ // set angles
+ SetClientViewAngle(player, angles);
+ }
// toggle the teleport bit so the client knows to not lerp
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
-
- // set angles
- SetClientViewAngle( player, angles );
-
// kill anything at the destination
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
G_KillBox (player);
Modified: trunk/code/game/g_mover.c
===================================================================
--- trunk/code/game/g_mover.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_mover.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -829,26 +829,26 @@
================
*/
static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
- int i, axis;
- vec3_t origin, dir, angles;
+ int axis;
+ float doorMin, doorMax;
+ vec3_t origin;
axis = ent->count;
- VectorClear(dir);
- if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
- fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
- origin[axis] = ent->r.absmin[axis] - 10;
- dir[axis] = -1;
+ // the constants below relate to constants in Think_SpawnNewDoorTrigger()
+ doorMin = ent->r.absmin[axis] + 100;
+ doorMax = ent->r.absmax[axis] - 100;
+
+ VectorCopy(other->client->ps.origin, origin);
+
+ if (origin[axis] < doorMin || origin[axis] > doorMax) return;
+
+ if (fabs(origin[axis] - doorMax) < fabs(origin[axis] - doorMin)) {
+ origin[axis] = doorMin - 10;
+ } else {
+ origin[axis] = doorMax + 10;
}
- else {
- origin[axis] = ent->r.absmax[axis] + 10;
- dir[axis] = 1;
- }
- for (i = 0; i < 3; i++) {
- if (i == axis) continue;
- origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5;
- }
- vectoangles(dir, angles);
- TeleportPlayer(other, origin, angles );
+
+ TeleportPlayer(other, origin, tv(10000000.0, 0, 0));
}
/*
Modified: trunk/code/game/g_spawn.c
===================================================================
--- trunk/code/game/g_spawn.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_spawn.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -485,7 +485,7 @@
l = strlen( string );
if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
- G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
+ G_Error( "G_AddSpawnVarToken: MAX_SPAWN_VARS" );
}
dest = level.spawnVarChars + level.numSpawnVarChars;
Modified: trunk/code/game/g_team.c
===================================================================
--- trunk/code/game/g_team.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_team.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -782,7 +782,8 @@
player->client->ps.eFlags |= EF_AWARD_ASSIST;
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- } else if (player->client->pers.teamState.lastfraggedcarrier +
+ }
+ if (player->client->pers.teamState.lastfraggedcarrier +
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
other->client->pers.teamState.assists++;
Modified: trunk/code/game/g_weapon.c
===================================================================
--- trunk/code/game/g_weapon.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_weapon.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -85,8 +85,15 @@
return qfalse;
}
+ if ( ent->client->noclip ) {
+ return qfalse;
+ }
+
traceEnt = &g_entities[ tr.entityNum ];
+ if ( traceEnt->client->noclip ) {
+ return qfalse;
+ }
// send blood impact
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
@@ -142,9 +149,9 @@
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
- v[i] = (int)v[i];
+ v[i] = floor(v[i]);
} else {
- v[i] = (int)v[i] + 1;
+ v[i] = ceil(v[i]);
}
}
}
Modified: trunk/code/q3_ui/ui_gameinfo.c
===================================================================
--- trunk/code/q3_ui/ui_gameinfo.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_gameinfo.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -148,7 +148,7 @@
return;
}
if ( len >= MAX_ARENAS_TEXT ) {
- trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+ trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
@@ -337,7 +337,7 @@
return;
}
if ( len >= MAX_BOTS_TEXT ) {
- trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+ trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
Modified: trunk/code/q3_ui/ui_players.c
===================================================================
--- trunk/code/q3_ui/ui_players.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_players.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -1045,7 +1045,7 @@
}
if ( i != MAX_ANIMATIONS ) {
- Com_Printf( "Error parsing animation file: %s", filename );
+ Com_Printf( "Error parsing animation file: %s\n", filename );
return qfalse;
}
Modified: trunk/code/q3_ui/ui_startserver.c
===================================================================
--- trunk/code/q3_ui/ui_startserver.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_startserver.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -1355,7 +1355,7 @@
y = 80;
s_serveroptions.botSkill.generic.type = MTYPE_SPINCONTROL;
s_serveroptions.botSkill.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
- s_serveroptions.botSkill.generic.name = "Bot Skill: ";
+ s_serveroptions.botSkill.generic.name = "Bot Skill:";
s_serveroptions.botSkill.generic.x = 32 + (strlen(s_serveroptions.botSkill.generic.name) + 2 ) * SMALLCHAR_WIDTH;
s_serveroptions.botSkill.generic.y = y;
s_serveroptions.botSkill.itemnames = botSkill_list;
Modified: trunk/code/ui/ui_gameinfo.c
===================================================================
--- trunk/code/ui/ui_gameinfo.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_gameinfo.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -115,7 +115,7 @@
return;
}
if ( len >= MAX_ARENAS_TEXT ) {
- trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+ trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
@@ -226,7 +226,7 @@
return;
}
if ( len >= MAX_BOTS_TEXT ) {
- trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+ trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
trap_FS_FCloseFile( f );
return;
}
Modified: trunk/code/ui/ui_main.c
===================================================================
--- trunk/code/ui/ui_main.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_main.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -655,7 +655,7 @@
return defaultMenu;
}
if ( len >= MAX_MENUFILE ) {
- trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) );
+ trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) );
trap_FS_FCloseFile( f );
return defaultMenu;
}
Modified: trunk/code/ui/ui_players.c
===================================================================
--- trunk/code/ui/ui_players.c 2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_players.c 2011-08-01 11:39:33 UTC (rev 2116)
@@ -1132,7 +1132,7 @@
}
if ( i != MAX_ANIMATIONS ) {
- Com_Printf( "Error parsing animation file: %s", filename );
+ Com_Printf( "Error parsing animation file: %s\n", filename );
return qfalse;
}
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