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C++ BG_PlayerStateToEntityState函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中BG_PlayerStateToEntityState函数的典型用法代码示例。如果您正苦于以下问题:C++ BG_PlayerStateToEntityState函数的具体用法?C++ BG_PlayerStateToEntityState怎么用?C++ BG_PlayerStateToEntityState使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了BG_PlayerStateToEntityState函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: TeleportPlayer

void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles )
{
	// unlink to make sure it can't possibly interfere with G_KillBox
	trap_UnlinkEntity( player );

	VectorCopy( origin, player->client->ps.origin );
	player->client->ps.origin[ 2 ] += 1;

	// 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;

	// toggle the teleport bit so the client knows to not lerp
	player->client->ps.eFlags ^= EF_TELEPORT_BIT;
	G_UnlaggedClear( player );

	// cut all relevant zap beams
	G_ClearPlayerZapEffects( player );

	// set angles
	G_SetClientViewAngle( player, angles );

	// save results of pmove
	BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );

	// use the precise origin for linking
	VectorCopy( player->client->ps.origin, player->r.currentOrigin );

	if ( player->client->sess.spectatorState == SPECTATOR_NOT )
	{
		// kill anything at the destination
		G_KillBox( player );

		trap_LinkEntity( player );
	}
}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:38,代码来源:g_misc.c


示例2: TeleportPlayer

void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
	gentity_t	*tent;

	// use temp events at source and destination to prevent the effect
	// from getting dropped by a second player event
#ifndef SMOKINGUNS
	if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
#else
	if ( player->client->sess.sessionTeam < TEAM_SPECTATOR ) {
#endif
		tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
		tent->s.clientNum = player->s.clientNum;

		tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
		tent->s.clientNum = player->s.clientNum;
	}

	// unlink to make sure it can't possibly interfere with G_KillBox
	trap_UnlinkEntity (player);

	VectorCopy ( origin, player->client->ps.origin );
	player->client->ps.origin[2] += 1;

	// 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;

	// toggle the teleport bit so the client knows to not lerp
	player->client->ps.eFlags ^= EF_TELEPORT_BIT;

#ifdef SMOKINGUNS
//unlagged - backward reconciliation #3
	// we don't want players being backward-reconciled back through teleporters
	G_ResetHistory( player );
//unlagged - backward reconciliation #3
#endif

	// set angles
	SetClientViewAngle( player, angles );

	// kill anything at the destination
#ifndef SMOKINGUNS
	if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
#else
	if ( player->client->sess.sessionTeam < TEAM_SPECTATOR ) {
#endif
		G_KillBox (player);
#ifdef SMOKINGUNS
		// Tequila comment: G_KillBox will set dontTelefrag as needed
		if (player->client->dontTelefrag) {
#ifdef DEBUG_TELEFRAG_CASE
			G_Printf(S_COLOR_MAGENTA "TeleportPlayer: Telefrag case delayed at respawn for %s...\n",player->client->pers.netname);
#endif
			trap_SendServerCommand( player->s.clientNum, va("print \"Go away %s\n\"",player->client->pers.netname) );
			// So we will link the player entity later with normal content
			player->r.contents = 0;
		}
#endif
	}

	// save results of pmove
	BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );

	// use the precise origin for linking
	VectorCopy( player->client->ps.origin, player->r.currentOrigin );

#ifndef SMOKINGUNS
	if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
#else
	if ( player->client->sess.sessionTeam < TEAM_SPECTATOR ) {
#endif
		trap_LinkEntity (player);
	}
}


/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/
void SP_misc_teleporter_dest( gentity_t *ent ) {
}


#ifdef SMOKINGUNS
// Imported from WoP OpenSource project
//===========================================================

/*QUAKED misc_externalmodel (1 0 0) (-16 -16 -16) (16 16 16)
"model"		arbitrary .md3 file to display
"wait"		time in seconds before the animation begins
*/
#define ANIMATION_THINKTIME	50

static void Think_AnimationExternalmodel( gentity_t *ent ) {

	if(ent->animationEnd>ent->animationStart) {
//.........这里部分代码省略.........
开发者ID:OADoctor,项目名称:SmokinGuns,代码行数:101,代码来源:g_misc.c


示例3: CG_TransitionSnapshot

/*
===================
CG_TransitionSnapshot

The transition point from snap to nextSnap has passed
===================
*/
static void CG_TransitionSnapshot( void ) {
	centity_t			*cent;
	snapshot_t			*oldFrame;
	int					i, id;

	if ( !cg.snap ) {
		CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
	}
	if ( !cg.nextSnap ) {
		CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
	}

	// execute any server string commands before transitioning entities
	CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );

	// if we had a map_restart, set everthing with initial
	
	if ( !(cg.snap) || !(cg.nextSnap) ) {
		return;
	}

	// rain - I hate doing things like this for enums.  Oh well.
	memset(&oldValid, 0, sizeof(oldValid));

	// clear the currentValid flag for all entities in the existing snapshot
	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
		cent = &cg_entities[ cg.snap->entities[ i ].number ];
		cent->currentValid = qfalse;
		oldValid[cg.snap->entities[i].number] = qtrue;
	}

	// OSP -- check for MV updates from new snapshot info
#ifdef MV_SUPPORT
	if(cg.snap->ps.powerups[PW_MVCLIENTLIST] != cg.mvClientList) {
		CG_mvProcessClientList();
	}
#endif

	// move nextSnap to snap and do the transitions
	oldFrame = cg.snap;
	cg.snap = cg.nextSnap;

	if( cg.snap->ps.clientNum == cg.clientNum ) {
		if( cg.xp < cg.snap->ps.stats[STAT_XP] ) {
			cg.xpChangeTime = cg.time;
		}
		cg.xp = cg.snap->ps.stats[STAT_XP];
	}

	BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );
	cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;

	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
		id = cg.snap->entities[ i ].number;
		CG_TransitionEntity( &cg_entities[ id ] );

		// rain - #374 - ent doesn't exist in this frame, reset it.
		// this is to fix the silent landmines bug, which is caused
		// by a stale miscTime in the cent
		if (cg_entities[id].currentValid == qfalse && oldValid[id] == qtrue) {
			CG_ResetEntity(&cg_entities[id]);
		}

		if(cg.mvTotalClients > 0 && CG_mvMergedClientLocate(id)) {
			CG_mvUpdateClientInfo(id);
		}
	}

	if(cg.mvTotalClients > 0) {
		CG_mvTransitionPlayerState(&cg.snap->ps);
	}

	cg.nextSnap = NULL;

	// check for playerstate transition events
	if ( oldFrame ) {
		playerState_t	*ops, *ps;

		ops = &oldFrame->ps;
		ps = &cg.snap->ps;
		// teleporting checks are irrespective of prediction
		if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
			cg.thisFrameTeleport = qtrue;	// will be cleared by prediction code
		}

		// if we are not doing client side movement prediction for any
		// reason, then the client events and view changes will be issued now
		if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)
			|| cg_nopredict.integer 
#ifdef ALLOW_GSYNC
			|| cg_synchronousClients.integer 
#endif // ALLOW_GSYNC
		) {
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:101,代码来源:cg_snapshot.c


示例4: jp_portal_touch

void jp_portal_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
	//Remove the touch function for a while to avoid flooding
	self->genericValue1 = level.time;
	self->touch = NULL;

	if ( self->s.health != -1 ) {
		vector3 tpPos;
		vector3 sourceVelocity, destVelocity;
		vector3 sourceNormal, destNormal;

		//Fetch normals
		VectorCopy( &self->s.boneAngles1, &sourceNormal );
		VectorCopy( &g_entities[self->s.health].s.boneAngles1, &destNormal );

		//Set position to teleport to
		VectorCopy( &g_entities[self->s.health].s.origin, &tpPos );
		VectorMA( &tpPos, 32.0f, &destNormal, &tpPos );

		//BEGIN position
		if ( other->client ) {
			qboolean isNPC = (other->s.eType == ET_NPC);
			uint32_t eFlags = other->client->ps.eFlags ^ EF_TELEPORT_BIT;
			VectorCopy( &tpPos, &other->client->ps.origin );
			other->client->ps.origin.z += 1.0f;
			SetClientViewAngle( other, &other->client->ps.viewangles );
			other->client->ps.eFlags ^= EF_TELEPORT_BIT;
			BG_PlayerStateToEntityState( &other->client->ps, &other->s, qtrue );
			if ( isNPC )
				other->s.eType = ET_NPC;
			other->s.eFlags = eFlags;
			VectorCopy( &other->client->ps.origin, &other->r.currentOrigin );
		}
		else {
			VectorCopy( &tpPos, &other->s.pos.trBase );
		}
		//END position

		//BEGIN velocity
		if ( other->client ) {//Players and NPCs
			float	reflectFactor;
			vector3	exitVector;
			vector3	velNormal;
			float	length;
			vector3	debugLine;

			VectorNormalize2( &other->client->ps.velocity, &velNormal );
			reflectFactor = 2 * DotProduct( &sourceNormal, &velNormal );

			VectorCopy( &other->client->ps.velocity, &sourceVelocity );
			length = VectorLength( &sourceVelocity );

			exitVector.x = velNormal.x - reflectFactor * sourceNormal.x;
			exitVector.y = velNormal.y - reflectFactor * sourceNormal.y;
			exitVector.z = velNormal.z - reflectFactor * sourceNormal.z;

			VectorMA( &self->s.origin, -128.0f, &velNormal, &debugLine );
			G_TestLine( &debugLine, &self->s.origin, 0xF0, 7500 );

			MatrixMultiply3f( self->portal_matrix, &exitVector, &destVelocity );

			VectorMA( &g_entities[self->s.health].s.origin, 128.0f, &destVelocity, &debugLine );
			G_TestLine( &g_entities[self->s.health].s.origin, &debugLine, 0x0F, 7500 );

			VectorScale( &destVelocity, length, &destVelocity );
		}
		else {//Projectiles
			byteAlias_t ba;
			float velocity;
			ba.i = other->genericValue1; // stored during missile creation
			velocity = ba.f;
			//	VectorScale( destNormal, velocity, other->s.pos.trDelta );
			VectorMA( &other->s.pos.trBase, velocity, &destNormal, &other->s.pos.trDelta );
			other->s.pos.trTime = level.time;
			other->nextthink = level.time + other->genericValue2;
		}

		//VectorSet( destVelocity, destNormal.x*speed, destNormal.y*speed, destNormal.z*speed );
		if ( other->client ) {//Players and NPCs
			VectorCopy( &destVelocity, &other->client->ps.velocity );
			other->client->ps.pm_flags |= PMF_DUCKED;
			other->s.solid = 0;
		}
		else {//Projectiles
			VectorCopy( &destVelocity, &other->s.pos.trDelta );
			VectorCopy( &tpPos, &other->r.currentOrigin );
		}
		//END velocity

		g_entities[self->s.health].genericValue1 = level.time;
		g_entities[self->s.health].touch = NULL;
	}
	return;
}
开发者ID:Blackwolf1337,项目名称:japp,代码行数:93,代码来源:g_spawn.cpp


示例5: ClientEndFrame

/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEndFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame(gentity_t *ent) {
	int i;

	// Nico, flood protection
	if (level.time >= (ent->client->sess.nextReliableTime + 1000) &&
	    ent->client->sess.numReliableCmds) {
		ent->client->sess.numReliableCmds--;

		// Reset the threshold because they were good for a bit
		if (!ent->client->sess.numReliableCmds) {
			ent->client->sess.thresholdTime = 0;
		}
	}

	// Nico, update best speeds
	if (ent->client->sess.timerunActive) {
		float currentSpeed;

		currentSpeed = sqrt(ent->client->ps.velocity[0] * ent->client->ps.velocity[0] + ent->client->ps.velocity[1] * ent->client->ps.velocity[1]);

		// Nico, update overall max speed
		if (currentSpeed > ent->client->sess.overallMaxSpeed) {
			ent->client->sess.overallMaxSpeed = currentSpeed;
		}

		// Nico, update max speed of the current run
		if (currentSpeed > ent->client->sess.maxSpeed) {
			ent->client->sess.maxSpeed = currentSpeed;
		}
	}

	// used for informing of speclocked teams.
	// Zero out here and set only for certain specs
	ent->client->ps.powerups[PW_BLACKOUT] = 0;

	if ((ent->client->sess.sessionTeam == TEAM_SPECTATOR) || (ent->client->ps.pm_flags & PMF_LIMBO)) {       // JPW NERVE
		SpectatorClientEndFrame(ent);
		return;
	}

	// turn off any expired powerups
	// OSP -- range changed for MV
	for (i = 0 ; i < PW_NUM_POWERUPS ; ++i) {

		if (i == PW_FIRE ||                 // these aren't dependant on level.time
		    i == PW_ELECTRIC ||
		    i == PW_BREATHER ||
		    ent->client->ps.powerups[i] == 0            // OSP
		    || i == PW_OPS_CLASS_1
		    || i == PW_OPS_CLASS_2
		    || i == PW_OPS_CLASS_3

		    ) {

			continue;
		}
		// OSP -- If we're paused, update powerup timers accordingly.
		// Make sure we dont let stuff like CTF flags expire.
		if (ent->client->ps.powerups[i] < level.time) {
			ent->client->ps.powerups[i] = 0;
		}
	}

	//
	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	//

	// burn from lava, etc
	P_WorldEffects(ent);

	// apply all the damage taken this frame
	P_DamageFeedback(ent);

	// add the EF_CONNECTION flag if we haven't gotten commands recently
	if (level.time - ent->client->lastCmdTime > 1000) {
		ent->s.eFlags |= EF_CONNECTION;
	} else {
		ent->s.eFlags &= ~EF_CONNECTION;
	}

	ent->client->ps.stats[STAT_HEALTH] = ent->health;   // FIXME: get rid of ent->health...
	                                                    // Gordon: WHY? other ents use it.

	G_SetClientSound(ent);

	// set the latest infor

	// Ridah, fixes jittery zombie movement
	if (g_smoothClients.integer) {
		BG_PlayerStateToEntityStateExtraPolate(&ent->client->ps, &ent->s, level.time, qfalse);
//.........这里部分代码省略.........
开发者ID:ETrun,项目名称:ETrun,代码行数:101,代码来源:g_active.c


示例6: ClientEndFrame

/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame(gentity_t * ent)
{
	int i, frames;
//	clientPersistant_t *pers;

	if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) {
		SpectatorClientEndFrame(ent);
		return;
	}

//	pers = &ent->client->pers;

	// turn off any expired powerups
	for (i = 0; i < MAX_POWERUPS; i++) {
		if (ent->client->ps.powerups[i] < level.time) {
			ent->client->ps.powerups[i] = 0;
		}
	}

	// save network bandwidth
#if 0
	if (!g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL) {
		// FIXME: this must change eventually for non-sync demo recording
		VectorClear(ent->client->ps.viewangles);
	}
#endif

	//
	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	//
	if (level.intermissiontime) {
		return;
	}

	if (ent->client->bleeding)
		CheckBleeding(ent);	// perform once-a-second actions

	// burn from lava, etc
	P_WorldEffects(ent);

	// apply all the damage taken this frame
	P_DamageFeedback(ent);

	// Update the clips Amount in weapon for the client
	ent->client->ps.stats[STAT_CLIPS] = ent->client->numClips[ent->client->ps.weapon];
	ent->client->ps.stats[STAT_HEALTH] = ent->health;	// FIXME: get rid of ent->health...

	//Elder: bleeding notification
	if (ent->client->bleeding || (ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) {
		ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_NEED;
	} else {
		ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
	}

	//Moved to pmove.c
	//Elder: M4 ride-up/kick -- condition for non-burst and ammo only

	if (ent->client->consecutiveShots &&
	    (ent->client->ps.ammo[WP_M4] <= 0 || ent->client->ps.weaponstate != WEAPON_FIRING)) {
		//Restore view after shots if not firing
		ent->client->ps.delta_angles[0] =
		    ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - ent->client->consecutiveShots * -0.8);//-0.7f);
		ent->client->consecutiveShots = 0;
	}
	// Check to reset our openDoor boolean
	if (ent->client->openDoorTime && level.time - ent->client->openDoorTime > MAXDOORTIME) {
		ent->client->openDoor = qfalse;
		ent->client->openDoorTime = 0;
	}

	// JBravo: multiple items
	if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_LASER)) {
		//Try to turn the laser on if it's off
		if (ent->client->lasersight == NULL)
			Laser_Gen(ent, qtrue);
	}
	//Slicer
	if (ent->client->weapon_attempts > 0)
		Cmd_Weapon(ent);

	G_SetClientSound(ent);
	BG_PlayerStateToEntityState(&ent->client->ps, &ent->s, qtrue);
	SendPendingPredictableEvents(&ent->client->ps);

	// JBravo: unlagged
	ent->client->ps.eFlags &= ~EF_CONNECTION;
	frames = level.framenum - ent->client->lastUpdateFrame - 1;
	if (frames > 2) {
		frames = 2;
		ent->client->ps.eFlags |= EF_CONNECTION;
//.........这里部分代码省略.........
开发者ID:Zekom,项目名称:reaction,代码行数:101,代码来源:g_active.c


示例7: ClientSpawn


//.........这里部分代码省略.........
			}

			G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
		}
	}
	else if ( client->sess.spectatorState == SPECTATOR_NOT &&
	          client->pers.team == TEAM_HUMANS )
	{
		spawn_angles[ YAW ] += 180.0f;
		AngleNormalize360( spawn_angles[ YAW ] );
	}

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	G_SetClientViewAngle( ent, spawn_angles );

	if ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		trap_LinkEntity( ent );

		// force the base weapon up
		if ( client->pers.team == TEAM_HUMANS )
		{
			G_ForceWeaponChange( ent, weapon );
		}

		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;

	client->respawnTime = level.time;
	ent->nextRegenTime = level.time;

	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	usercmdClearButtons( client->latched_buttons );

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if ( level.intermissiontime )
	{
		MoveClientToIntermission( ent );
	}
	else
	{
		// fire the targets of the spawn point
		if ( !spawn && spawnPoint )
		{
			G_EventFireEntity( spawnPoint, ent, ON_SPAWN );
		}

		// 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 ( BG_InventoryContainsWeapon( i, client->ps.stats ) )
			{
				client->ps.weapon = i;
				break;
			}
		}
	}

	// 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 ( client->sess.spectatorState == SPECTATOR_NOT )
	{
		BG_PlayerStateToEntityState( &client->ps, &ent->s, true );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	// must do this here so the number of active clients is calculated
	CalculateRanks();

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, true );

	client->pers.infoChangeTime = level.time;

	// (re)tag the client for its team
	Beacon::DeleteTags( ent );
	Beacon::Tag( ent, (team_t)ent->client->ps.persistant[ PERS_TEAM ], true );
}
开发者ID:t4im,项目名称:Unvanquished,代码行数:101,代码来源:sg_client.cpp


示例8: CG_SetInitialSnapshot

/*
==================
CG_SetInitialSnapshot

This will only happen on the very first snapshot, or
on tourney restarts.  All other times will use
CG_TransitionSnapshot instead.

FIXME: Also called by map_restart?
==================
*/
void CG_SetInitialSnapshot(snapshot_t *snap)
{
	int           i;
	centity_t     *cent;
	entityState_t *state;
	char          buff[16];

	cg.snap = snap;

	//  trap_S_ClearSounds( qtrue );

	BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].currentState, cg.time, qfalse);

	// sort out solid entities
	CG_BuildSolidList();

	CG_ExecuteNewServerCommands(snap->serverCommandSequence);

	// set our local weapon selection pointer to
	// what the server has indicated the current weapon is
	CG_Respawn(qfalse);

	for (i = 0 ; i < cg.snap->numEntities ; i++)
	{
		state = &cg.snap->entities[i];
		cent  = &cg_entities[state->number];

		memcpy(&cent->currentState, state, sizeof(entityState_t));
		//cent->currentState = *state;
		cent->interpolate  = qfalse;
		cent->currentValid = qtrue;

		CG_ResetEntity(cent);

		// check for events
		CG_CheckEvents(cent);
	}

	trap_Cvar_VariableStringBuffer("r_oldMode", buff, sizeof(buff));
	if (atoi(buff))
	{
		// confirmation screen
		trap_UI_Popup(UIMENU_INGAME);
	}
	else if (cg.demoPlayback)
	{
		ccInitial = qtrue;
	}
	else
	{
		static char prevmap[64] = { 0 };
		char        curmap[64];

		trap_Cvar_VariableStringBuffer("mapname", curmap, 64);

		if (Q_stricmp(curmap, prevmap))
		{
			strcpy(prevmap, curmap);
			if (cgs.campaignInfoLoaded)
			{
				if (!cg.showGameView)
				{
					CG_LimboMenu_f();
				}
				/*          } else {
				                ccInitial = qtrue;

				                // Start the Initial Camera if specified
				                CG_StartInitialCamera(); */
			}
		}
	}

	// remove motd window
	if (cg.motdWindow != NULL)
	{
		CG_windowFree(cg.motdWindow);
		cg.motdWindow = NULL;
	}

	// Activate alternate input handler during demo playback
	if (cg.demoPlayback)
	{
		CG_keyOn_f();
		if (demo_infoWindow.integer > 0)
		{
			CG_ShowHelp_On(&cg.demohelpWindow);
		}
	}
//.........这里部分代码省略.........
开发者ID:BulldogDrummond,项目名称:etlegacy-mysql,代码行数:101,代码来源:cg_snapshot.c


示例9: ClientThink_real


//.........这里部分代码省略.........
		{
			ItemUse_Binoculars(ent);
			if (ent->client->ps.zoomMode == 0)
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 1);
			}
			else
			{
				G_AddEvent(ent, EV_USE_ITEM0+HI_BINOCULARS, 2);
			}
		}
		break;
	case GENCMD_USE_SENTRY:
		if ( (ent->client->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << HI_SENTRY_GUN)) &&
			G_ItemUsable(&ent->client->ps, HI_SENTRY_GUN) )
		{
			ItemUse_Sentry(ent);
			G_AddEvent(ent, EV_USE_ITEM0+HI_SENTRY_GUN, 0);
			ent->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1 << HI_SENTRY_GUN);
		}
		break;
	case GENCMD_SABERATTACKCYCLE:
		Cmd_SaberAttackCycle_f(ent);
		break;
	default:
		break;
	}

	// save results of pmove
	if ( ent->client->ps.eventSequence != oldEventSequence ) {
		ent->eventTime = level.time;
	}
	if (g_smoothClients.integer) {
		BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
	}
	else {
		BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
	}
	SendPendingPredictableEvents( &ent->client->ps );

	if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
		client->fireHeld = qfalse;		// for grapple
	}

	// use the snapped origin for linking so it matches client predicted versions
	VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );

	VectorCopy (pm.mins, ent->r.mins);
	VectorCopy (pm.maxs, ent->r.maxs);

	ent->waterlevel = pm.waterlevel;
	ent->watertype = pm.watertype;

	// execute client events
	ClientEvents( ent, oldEventSequence );

	if ( pm.useEvent )
	{
		//TODO: Use
//		TryUse( ent );
	}

	// link entity now, after any personal teleporters have been used
	trap_LinkEntity (ent);
	if ( !ent->client->noclip ) {
		G_TouchTriggers( ent );
开发者ID:Boothand,项目名称:jk2mp,代码行数:67,代码来源:g_active.c


示例10: ClientEndFrame

/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent ) {
	int			i;
	clientPersistant_t	*pers;

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
		SpectatorClientEndFrame( ent );
		return;
	}

	pers = &ent->client->pers;

	// turn off any expired powerups
	for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
		if ( ent->client->ps.powerups[ i ] < level.time ) {
			ent->client->ps.powerups[ i ] = 0;
		}
	}

	// save network bandwidth
#if 0
	if ( !g_synchronousClients->integer && (ent->client->ps.pm_type == PM_NORMAL || ent->client->ps.pm_type == PM_FLOAT) ) {
		// FIXME: this must change eventually for non-sync demo recording
		VectorClear( ent->client->ps.viewangles );
	}
#endif

	//
	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	//
	if ( level.intermissiontime ) {
		return;
	}

	// burn from lava, etc
	P_WorldEffects (ent);

	// apply all the damage taken this frame
	P_DamageFeedback (ent);

	// add the EF_CONNECTION flag if we haven't gotten commands recently
	if ( level.time - ent->client->lastCmdTime > 1000 ) {
		ent->s.eFlags |= EF_CONNECTION;
	} else {
		ent->s.eFlags &= ~EF_CONNECTION;
	}

	ent->client->ps.stats[STAT_HEALTH] = ent->health;	// FIXME: get rid of ent->health...

	G_SetClientSound (ent);

	// set the latest infor
	if (g_smoothClients.integer) {
		BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
	}
	else {
		BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
	}
	SendPendingPredictableEvents( &ent->client->ps );

	// set the bit for the reachability area the client is currently in
//	i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
//	ent->client->areabits[i >> 3] |= 1 << (i & 7);
}
开发者ID:Boothand,项目名称:jk2mp,代码行数:73,代码来源:g_active.c


示例11: ClientThink_real


//.........这里部分代码省略.........
  pm.cmd = *ucmd;

  if( pm.ps->pm_type == PM_DEAD )
    pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY;

  if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING ||
      pm.ps->stats[ STAT_STATE ] & SS_HOVELING )
    pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
  else
    pm.tracemask = MASK_PLAYERSOLID;

  pm.trace = trap_Trace;
  pm.pointcontents = trap_PointContents;
  pm.debugLevel = g_debugMove.integer;
  pm.noFootsteps = (qboolean)0;

  pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
  pm.pmove_msec = pmove_msec.integer;

  VectorCopy( client->ps.origin, client->oldOrigin );

  // moved from after Pmove -- potentially the cause of
  // future triggering bugs
  if( !ent->client->noclip )
    G_TouchTriggers( ent );

  Pmove( &pm );

  // save results of pmove
  if( ent->client->ps.eventSequence != oldEventSequence )
    ent->eventTime = level.time;

  if( g_smoothClients.integer )
    BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
  else
    BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );

  SendPendingPredictableEvents( &ent->client->ps );

  if( !( ent->client->ps.eFlags & EF_FIRING ) )
    client->fireHeld = qfalse;    // for grapple
  if( !( ent->client->ps.eFlags & EF_FIRING2 ) )
    client->fire2Held = qfalse;

  // use the snapped origin for linking so it matches client predicted versions
  VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );

  VectorCopy( pm.mins, ent->r.mins );
  VectorCopy( pm.maxs, ent->r.maxs );

  ent->waterlevel = pm.waterlevel;
  ent->watertype = pm.watertype;

  // execute client events
  ClientEvents( ent, oldEventSequence );

  // link entity now, after any personal teleporters have been used
  trap_LinkEntity( ent );

  // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
  VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
  VectorCopy( ent->client->ps.origin, ent->s.origin );

  // touch other objects
  ClientImpacts( ent, &pm );
开发者ID:DerSaidin,项目名称:OpenWolf,代码行数:66,代码来源:g_active.cpp


示例12: CG_DemosDrawActiveFrame


//.........这里部分代码省略.........
		cg.rewardStack = 0;
		cg.rewardTime = 0;

		trap_S_ClearLoopingSounds(qtrue);
		
		for (i = 0; i < MAX_CHATBOX_ITEMS; i++)
			cg.chatItems[i].time = 0;
	} else if (cg.frametime > 100) {
		hadSkip = qtrue;
	} else {
		hadSkip = qfalse;
	}
	/* Make sure the random seed is the same each time we hit this frame */
	srand( (cg.time % 10000000) + cg.timeFraction * 1000);
	/* Prepare to render the screen */		
	trap_S_ClearLoopingSounds(qfalse);
	trap_R_ClearScene();
	/* Update demo related information */
	trap_SetUserCmdValue( cg.weaponSelect, 1 );
	demoProcessSnapShots( hadSkip );
	if ( !cg.snap ) {
		CG_DrawInformation();
		return;
	}
	CG_PreparePacketEntities( );
	CG_DemosUpdatePlayer( );
	chaseUpdate( demo.play.time, demo.play.fraction );
	cameraUpdate( demo.play.time, demo.play.fraction );
	dofUpdate( demo.play.time, demo.play.fraction );
	demoEffectUpdate( demo.play.time, demo.play.fraction );
	cg.clientFrame++;
	// update cg.predictedPlayerState
	CG_InterpolatePlayerState( qfalse );
	BG_PlayerStateToEntityState( &cg.predictedPlayerState, &cg.predictedPlayerEntity.currentState, qfalse );
	if ( cg.cpma.detected ) {
		if ( cg.predictedPlayerState.pm_type >= 4 )
			cg.predictedPlayerEntity.currentState.eType = ET_INVISIBLE;
	}
	cg.predictedPlayerEntity.currentValid = qtrue;
	VectorCopy( cg.predictedPlayerEntity.currentState.pos.trBase, cg.predictedPlayerEntity.lerpOrigin );
	VectorCopy( cg.predictedPlayerEntity.currentState.apos.trBase, cg.predictedPlayerEntity.lerpAngles );

	inwater = demoSetupView();

	CG_TileClear();
	trap_FX_Begin( cg.time, cg.timeFraction );

	scriptRun( hadSkip );
	CG_AddPacketEntities();
	CG_AddMarks();
	CG_AddParticles ();
	CG_AddLocalEntities();
	
	if ( cg.playerCent == &cg.predictedPlayerEntity ) {
		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();
		CG_AddViewWeapon( &cg.predictedPlayerState  );
	} else if ( cg.playerCent && cg.playerCent->currentState.number < MAX_CLIENTS )  {
		CG_AddViewWeaponDirect( cg.playerCent );
	}
	trap_S_UpdateEntityPosition(ENTITYNUM_NONE, cg.refdef.vieworg);
	CG_PlayBufferedSounds();
	CG_PlayBufferedVoiceChats();
		
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
开发者ID:entdark,项目名称:q3mme,代码行数:67,代码来源:cg_demos.c


示例13: demoProcessSnapShots

void demoProcessSnapShots( qboolean hadSkip ) {
	int i;
	snapshot_t		*snap;

	// see what the latest snapshot the client system has is
	trap_GetCurrentSnapshotNumber( &cg.latestSnapshotNum, &cg.latestSnapshotTime );
	if (hadSkip || !cg.snap) {
		cgs.processedSnapshotNum = max(cg.latestSnapshotNum - 3, -1);
		if (cg.nextSnap)
			cgs.serverCommandSequence = cg.nextSnap->serverCommandSequence;
		else if (cg.snap)
			cgs.serverCommandSequence = cg.snap->serverCommandSequence;
		cg.snap = 0;
		cg.nextSnap = 0;
		cg.nextNextSnap = 0;

		for (i=-1;i<MAX_GENTITIES;i++) {
			centity_t *cent = i < 0 ? &cg.predictedPlayerEntity : &cg_entities[i];
			cent->trailTime = cg.time;
			cent->snapShotTime = cg.time;
			cent->currentValid = qfalse;
			cent->interpolate = qfalse;
			cent->muzzleFlashTime = cg.time - MUZZLE_FLASH_TIME - 1;
			cent->previousEvent = 0;
			if (cent->currentState.eType == ET_PLAYER) {
				memset( &cent->pe, 0, sizeof( cent->pe ) );
				cent->pe.legs.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.pitchAngle = cent->lerpAngles[PITCH];
			}
		}
	}

	/* Check if we have some transition between snapsnots */
	if (!cg.snap) {
		entityState_t pes;
		snap = CG_ReadNextSnapshot();
		if (!snap)
			return;
		cg.snap = snap;
		BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
		CG_BuildSolidList();
		CG_ExecuteNewServerCommands( snap->serverCommandSequence );
		CG_UpdateTps( snap, qtrue );
		BG_PlayerStateToEntityStateExtraPolate( &snap->ps, &pes, snap->ps.commandTime, qfalse );
		CG_AddToHistory( snap->serverTime, &pes, &cg_entities[snap->ps.clientNum] );
		for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
			entityState_t *state = &cg.snap->entities[ i ];
			centity_t *cent = &cg_entities[ state->number ];
			memcpy(&cent->currentState, state, sizeof(entityState_t));
			cent->interpolate = qfalse;
			cent->currentValid = qtrue;
			CG_AddToHistory( snap->serverTime, state, cent );
			if (cent->currentState.eType > ET_EVENTS)
				cent->previousEvent = 1;
			else 
				cent->previousEvent = cent->currentState.event;
		}
	}
	do {
		if (!cg.nextSnap) {
			snap = CG_ReadNextSnapshot();
			if (!snap)
				break;
			CG_SetNextSnap( snap );
		}
		if ( !cg.nextNextSnap ) {
			snap = CG_ReadNextSnapshot();
			if ( !snap )
				break;
			CG_SetNextNextSnap( snap );
		}
		if ( cg.timeFraction >= cg.snap->serverTime - cg.time && cg.timeFraction < cg.nextSnap->serverTime - cg.time )
			break;
		//Todo our own transition checking if we wanna hear certain sounds
		CG_TransitionSnapshot();
	} while (1);
}
开发者ID:entdark,项目名称:q3mme,代码行数:78,代码来源:cg_demos.c


示例14: ClientSpawn


//.........这里部分代码省略.........

	//rww - Set here to initialize the circling seeker drone to off.
	//A quick note about this so I don't forget how it works again:
	//ps.genericEnemyIndex is kept in sync between the server and client.
	//When it gets set then an entitystate value of the same name gets
	//set along with an entitystate flag in the shared bg code. Which
	//is why a value needs to be both on the player state and entity state.
	//(it doesn't seem to just carry over the entitystate value automatically
	//because entity state value is derived from player state data or some
	//such)
	client->ps.genericEnemyIndex = -1;

	client->ps.isJediMaster = qfalse;

	client->ps.fallingToDeath = 0;

	//Do per-spawn force power initialization
	WP_SpawnInitForcePowers( ent );

	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];// * 1.25;		Boot - no extra 25 hp on start.

	// Start with a small amount of armor as well.
	client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	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_BRYAR_PISTOL;
		client->ps.weaponstate = FIRST_WEAPON;

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = WeaponReadyAnim[client->ps.weapon];
	client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// 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;
		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
				client->ps.weapon = i;
				break;
			}
		}
	}

	// 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 );
	}

	if (g_spawnInvulnerability.integer)
	{
		ent->client->ps.eFlags |= EF_INVULNERABLE;
		ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
	}

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
}
开发者ID:Boothand,项目名称:SaberShenanigans,代码行数:101,代码来源:g_client.c


示例15: ClientSpawn


//.........这里部分代码省略.........
	client->ps.stats[STAT_INFOCLIENT] = -1;

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	ent->s.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;



	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, client->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	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);

	

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, 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 );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );

	ent->s.modelindex = G_ModelIndex("models/human/coxswain.tik");
}
开发者ID:kingtiger01,项目名称:OpenMOHAA,代码行数:101,代码来源:g_client.c


示例16: CG_SetInitialSnapshot

/*
==================
CG_SetInitialSnapshot

This will only happen on the very first snapshot, or
on tourney restarts.  All other times will use
CG_TransitionSnapshot instead.
==================
*/
void CG_SetInitialSnapshot(snapshot_t *snap) {
	int       i;
	centity_t *cent;
	char      buff[16];

	cg.snap = snap;

	BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].currentState, qfalse);

	// sort out solid entities
	CG_BuildSolidList();

	CG_ExecuteNewServerCommands(snap->serverCommandSequence);

	// set our local weapon selection pointer to
	// what the server has indicated the current weapon is
	CG_Respawn();

	for (i = 0 ; i < cg.snap->numEntities ; ++i) {
		entityState_t *state = &cg.snap->entities[i];
		cent = &cg_entities[state->number];

		memcpy(&cent->currentState, state, sizeof (entityState_t));
		cent->interpolate  = qfalse;
		cent->currentValid = qtrue;

		CG_ResetEntity(cent);

		// check for events
		CG_CheckEvents(cent);
	}

	cg_fxflags = 0;

	trap_Cvar_VariableStringBuffer("r_oldMode", buff, sizeof (buff));
	if (atoi(buff)) {
		// Arnout: confirmation screen
		trap_UI_Popup(UIMENU_INGAME);
	} else if (!cg.demoPlayback) {
		static char prevmap[64] = { 0 };
		char        curmap[64];

		trap_Cvar_VariableStringBuffer("mapname", curm 

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C++ BIF_RET函数代码示例发布时间:2022-05-30
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