#include "../g_local.h"
#include "model.h"
static edict_t *current_player;
static gclient_t *current_client;
static vec3_t forward, right, up;
float xyspeed;
float bobmove;
int bobcycle; float bobfracsin;
float SV_CalcRoll(vec3_t angles, vec3_t velocity) {
float sign;
float side;
float value;
side = DotProduct(velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = sv_rollangle->value;
if(side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
return side * sign;
}
void P_DamageFeedback(edict_t *player) {
gclient_t *client;
float side;
float realcount, count, kick;
vec3_t v;
int r, l;
static vec3_t power_color = {0.0, 1.0, 0.0};
static vec3_t acolor = {1.0, 1.0, 1.0};
static vec3_t bcolor = {1.0, 0.0, 0.0};
client = player->client;
client->ps.stats[STAT_FLASHES] = 0;
if(client->damage_blood)
client->ps.stats[STAT_FLASHES] |= 1;
if(client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
client->ps.stats[STAT_FLASHES] |= 2;
count = (client->damage_blood + client->damage_armor + client->damage_parmor);
if(count == 0)
return;
if(client->anim_priority < ANIM_PAIN && player->s.modelindex == 255) {
static int i;
client->anim_priority = ANIM_PAIN;
if(client->ps.pmove.pm_flags & PMF_DUCKED) {
player->s.frame = FRAME_crpain1 - 1;
client->anim_end = FRAME_crpain4;
} else {
i = (i + 1) % 3;
switch(i) {
case 0:
player->s.frame = FRAME_pain101 - 1;
client->anim_end = FRAME_pain104;
break;
case 1:
player->s.frame = FRAME_pain201 - 1;
client->anim_end = FRAME_pain204;
break;
case 2:
player->s.frame = FRAME_pain301 - 1;
client->anim_end = FRAME_pain304;
break;
}
}
}
realcount = count;
if(count < 10)
count = 10;
if((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) &&
(client->invincible_framenum <= level.framenum)) {
r = 1 + (rand() & 1);
player->pain_debounce_time = level.time + 0.7;
if(ent_read_health(player)->value < 25)
l = 25;
else if(ent_read_health(player)->value < 50)
l = 50;
else if(ent_read_health(player)->value < 75)
l = 75;
else
l = 100;
gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
if(client->damage_alpha < 0)
client->damage_alpha = 0;
client->damage_alpha += count * 0.01;
if(client->damage_alpha < 0.2)
client->damage_alpha = 0.2;
if(client->damage_alpha > 0.6)
client->damage_alpha = 0.6;
VectorClear(v);
if(client->damage_parmor)
VectorMA(v, (float)client->damage_parmor / realcount, power_color, v);
if(client->damage_armor)
VectorMA(v, (float)client->damage_armor / realcount, acolor, v);
if(client->damage_blood)
VectorMA(v, (float)client->damage_blood / realcount, bcolor, v);
VectorCopy(v, client->damage_blend);
kick = abs(client->damage_knockback);
if(kick && ent_read_health(player)->value > 0) {
kick = kick * 100 / ent_read_health(player)->value;
if(kick < count * 0.5)
kick = count * 0.5;
if(kick > 50)
kick = 50;
VectorSubtract(client->damage_from, player->s.origin, v);
VectorNormalize(v);
side = DotProduct(v, right);
client->v_dmg_roll = kick * side * 0.3;
side = -DotProduct(v, forward);
client->v_dmg_pitch = kick * side * 0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
}
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_parmor = 0;
client->damage_knockback = 0;
}
void SV_CalcViewOffset(edict_t *ent) {
float *angles;
float bob;
float ratio;
float delta;
vec3_t v;
angles = ent->client->ps.kick_angles;
if(ent->deadflag) {
VectorClear(angles);
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
} else {
VectorCopy(ent->client->kick_angles, angles);
ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
if(ratio < 0) {
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
}
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if(ratio < 0)
ratio = 0;
angles[PITCH] += ratio * ent->client->fall_value;
delta = DotProduct(ent->velocity, forward);
angles[PITCH] += delta * run_pitch->value;
delta = DotProduct(ent->velocity, right);
angles[ROLL] += delta * run_roll->value;
delta = bobfracsin * bob_pitch->value * xyspeed;
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; if(bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
}
VectorClear(v);
v[2] += ent->viewheight;
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if(ratio < 0)
ratio = 0;
v[2] -= ratio * ent->client->fall_value * 0.4;
bob = bobfracsin * xyspeed * bob_up->value;
if(bob > 6)
bob = 6;
v[2] += bob;
VectorAdd(v, ent->client->kick_origin, v);
if(v[0] < -14)
v[0] = -14;
else if(v[0] > 14)
v[0] = 14;
if(v[1] < -14)
v[1] = -14;
else if(v[1] > 14)
v[1] = 14;
if(v[2] < -22)
v[2] = -22;
else if(v[2] > 30)
v[2] = 30;
VectorCopy(v, ent->client->ps.viewoffset);
}
void SV_CalcGunOffset(edict_t *ent) {
int i;
float delta;
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
if(bobcycle & 1) {
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
for(i = 0; i < 3; i++) {
delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
if(delta > 180)
delta -= 360;
if(delta < -180)
delta += 360;
if(delta > 45)
delta = 45;
if(delta < -45)
delta = -45;
if(i == YAW)
ent->client->ps.gunangles[ROLL] += 0.1 * delta;
ent->client->ps.gunangles[i] += 0.2 * delta;
}
VectorClear(ent->client->ps.gunoffset);
for(i = 0; i < 3; i++) {
ent->client->ps.gunoffset[i] += forward[i] * (gun_y->value);
ent->client->ps.gunoffset[i] += right[i] * gun_x->value;
ent->client->ps.gunoffset[i] += up[i] * (-gun_z->value);
}
}
void SV_AddBlend(float r, float g, float b, float a, float *v_blend) {
float a2, a3;
if(a <= 0)
return;
a2 = v_blend[3] + (1 - v_blend[3]) * a; a3 = v_blend[3] / a2;
v_blend[0] = v_blend[0] * a3 + r * (1 - a3);
v_blend[1] = v_blend[1] * a3 + g * (1 - a3);
v_blend[2] = v_blend[2] * a3 + b * (1 - a3);
v_blend[3] = a2;
}
void SV_CalcBlend(edict_t *ent) {
int contents;
vec3_t vieworg;
int remaining;
ent->client->ps.blend[0] = ent->client->ps.blend[1] = ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
VectorAdd(ent->s.origin, ent->client->ps.viewoffset, vieworg);
contents = gi.pointcontents(ent->s.cmodel_index, vieworg);
if(contents & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER))
ent->client->ps.rdflags |= RDF_UNDERWATER;
else
ent->client->ps.rdflags &= ~RDF_UNDERWATER;
if(contents & (CONTENTS_SOLID | CONTENTS_LAVA))
SV_AddBlend(1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
else if(contents & CONTENTS_SLIME)
SV_AddBlend(0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
else if(contents & CONTENTS_WATER)
SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
if(ent->client->quad_framenum > level.framenum) {
remaining = ent->client->quad_framenum - level.framenum;
if(remaining == 30) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
if(remaining > 30 || (remaining & 4))
SV_AddBlend(0, 0, 1, 0.08, ent->client->ps.blend);
} else if(ent->client->invincible_framenum > level.framenum) {
remaining = ent->client->invincible_framenum - level.framenum;
if(remaining == 30) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
if(remaining > 30 || (remaining & 4))
SV_AddBlend(1, 1, 0, 0.08, ent->client->ps.blend);
} else if(ent->client->enviro_framenum > level.framenum) {
remaining = ent->client->enviro_framenum - level.framenum;
if(remaining == 30) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if(remaining > 30 || (remaining & 4))
SV_AddBlend(0, 1, 0, 0.08, ent->client->ps.blend);
} else if(ent->client->breather_framenum > level.framenum) {
remaining = ent->client->breather_framenum - level.framenum;
if(remaining == 30) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if(remaining > 30 || (remaining & 4))
SV_AddBlend(0.4, 1, 0.4, 0.04, ent->client->ps.blend);
}
if(ent->client->damage_alpha > 0)
SV_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1], ent->client->damage_blend[2],
ent->client->damage_alpha, ent->client->ps.blend);
if(ent->client->bonus_alpha > 0)
SV_AddBlend(0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
ent->client->damage_alpha -= 0.06;
if(ent->client->damage_alpha < 0)
ent->client->damage_alpha = 0;
ent->client->bonus_alpha -= 0.1;
if(ent->client->bonus_alpha < 0)
ent->client->bonus_alpha = 0;
}
void P_FallingDamage(edict_t *ent) {
float delta;
int damage;
vec3_t dir;
if(ent->s.modelindex != 255)
return;
if(ent->movetype == MOVETYPE_NOCLIP)
return;
if((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity)) {
delta = ent->client->oldvelocity[2];
} else {
if(!ent->groundentity)
return;
delta = ent->velocity[2] - ent->client->oldvelocity[2];
}
delta = delta * delta * 0.0001;
if(ent->waterlevel == 3)
return;
if(ent->waterlevel == 2)
delta *= 0.25;
if(ent->waterlevel == 1)
delta *= 0.5;
if(delta < 1)
return;
if(delta < 15) {
ent->s.event = EV_FOOTSTEP;
return;
}
ent->client->fall_value = delta * 0.5;
if(ent->client->fall_value > 40)
ent->client->fall_value = 40;
ent->client->fall_time = level.time + FALL_TIME;
if(delta > 30) {
if(ent_read_health(ent)->value > 0) {
if(delta >= 55)
ent->s.event = EV_FALLFAR;
else
ent->s.event = EV_FALL;
}
ent->pain_debounce_time = level.time; damage = (delta - 30) / 2;
if(damage < 1)
damage = 1;
VectorSet(dir, 0, 0, 1);
if(!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING))
T_Damage(ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
} else {
ent->s.event = EV_FALLSHORT;
return;
}
}
void P_WorldEffects(void) {
bool breather;
bool envirosuit;
int waterlevel, old_waterlevel;
if(current_player->movetype == MOVETYPE_NOCLIP) {
current_player->air_finished = level.time + 12; return;
}
waterlevel = current_player->waterlevel;
old_waterlevel = current_client->old_waterlevel;
current_client->old_waterlevel = waterlevel;
breather = current_client->breather_framenum > level.framenum;
envirosuit = current_client->enviro_framenum > level.framenum;
if(!old_waterlevel && waterlevel) {
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if(current_player->watertype & CONTENTS_LAVA)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
else if(current_player->watertype & CONTENTS_SLIME)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if(current_player->watertype & CONTENTS_WATER)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
current_player->flags |= FL_INWATER;
current_player->damage_debounce_time = level.time - 1;
}
if(old_waterlevel && !waterlevel) {
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
current_player->flags &= ~FL_INWATER;
}
if(old_waterlevel != 3 && waterlevel == 3) {
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
}
if(old_waterlevel == 3 && waterlevel != 3) {
if(current_player->air_finished < level.time) { gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
} else if(current_player->air_finished < level.time + 11) { gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
}
}
if(waterlevel == 3) {
if(breather || envirosuit) {
current_player->air_finished = level.time + 10;
if(((int)(current_client->breather_framenum - level.framenum) % 25) == 0) {
if(!current_client->breather_sound)
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
}
if(current_player->air_finished < level.time) { if(current_player->client->next_drown_time < level.time && ent_read_health(current_player)->value > 0) {
current_player->client->next_drown_time = level.time + 1;
current_player->dmg += 2;
if(current_player->dmg > 15)
current_player->dmg = 15;
if(ent_read_health(current_player)->value <= current_player->dmg)
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
else if(rand() & 1)
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time;
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg,
0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
} else {
current_player->air_finished = level.time + 12;
current_player->dmg = 2;
}
if(waterlevel && (current_player->watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) {
if(current_player->watertype & CONTENTS_LAVA) {
if(ent_read_health(current_player)->value > 0 && current_player->pain_debounce_time <= level.time &&
current_client->invincible_framenum < level.framenum) {
if(rand() & 1)
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time + 1;
}
if(envirosuit) T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1 * waterlevel, 0, 0,
MOD_LAVA);
else
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3 * waterlevel, 0, 0,
MOD_LAVA);
}
if(current_player->watertype & CONTENTS_SLIME) {
if(!envirosuit) { T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1 * waterlevel, 0, 0,
MOD_SLIME);
}
}
}
}
void G_SetClientEffects(edict_t *ent) {
int pa_type;
int remaining;
ent->s.effects = 0;
ent->s.renderfx = 0;
if(ent_read_health(ent)->value <= 0 || level.intermissiontime)
return;
if(ent->powerarmor_time > level.time) {
pa_type = PowerArmorType(ent);
if(pa_type == POWER_ARMOR_SCREEN) {
ent->s.effects |= EF_POWERSCREEN;
} else if(pa_type == POWER_ARMOR_SHIELD) {
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
if(ent->client->quad_framenum > level.framenum) {
remaining = ent->client->quad_framenum - level.framenum;
if(remaining > 30 || (remaining & 4))
ent->s.effects |= EF_QUAD;
}
if(ent->client->invincible_framenum > level.framenum) {
remaining = ent->client->invincible_framenum - level.framenum;
if(remaining > 30 || (remaining & 4))
ent->s.effects |= EF_PENT;
}
if(ent->flags & FL_GODMODE) {
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE);
}
}
void G_SetClientEvent(edict_t *ent) {
if(ent->s.event)
return;
if(ent->groundentity && xyspeed > 225) {
if((int)(current_client->bobtime + bobmove) != bobcycle)
ent->s.event = EV_FOOTSTEP;
}
}
void G_SetClientSound(edict_t *ent) {
char *weap;
if(ent->client->pers.game_helpchanged != game.helpchanged) {
ent->client->pers.game_helpchanged = game.helpchanged;
ent->client->pers.helpchanged = 1;
}
if(ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum & 63)) {
ent->client->pers.helpchanged++;
gi.sound(ent, CHAN_VOICE, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
}
if(ent->client->pers.weapon)
weap = ent->client->pers.weapon->classname;
else
weap = "";
if(ent->waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)))
ent->s.sound = snd_fry;
else if(strcmp(weap, "weapon_railgun") == 0)
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
else if(strcmp(weap, "weapon_bfg") == 0)
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
else if(ent->client->weapon_sound)
ent->s.sound = ent->client->weapon_sound;
else
ent->s.sound = 0;
}
void G_SetClientFrame(edict_t *ent) {
gclient_t *client;
bool duck, run;
if(ent->s.modelindex != 255)
return;
client = ent->client;
if(client->ps.pmove.pm_flags & PMF_DUCKED)
duck = true;
else
duck = false;
if(xyspeed)
run = true;
else
run = false;
if(duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
goto newanim;
if(run != client->anim_run && client->anim_priority == ANIM_BASIC)
goto newanim;
if(!ent->groundentity && client->anim_priority <= ANIM_WAVE)
goto newanim;
if(client->anim_priority == ANIM_REVERSE) {
if(ent->s.frame > client->anim_end) {
ent->s.frame--;
return;
}
} else if(ent->s.frame < client->anim_end) { ent->s.frame++;
return;
}
if(client->anim_priority == ANIM_DEATH)
return; if(client->anim_priority == ANIM_JUMP) {
if(!ent->groundentity)
return; ent->client->anim_priority = ANIM_WAVE;
ent->s.frame = FRAME_jump3;
ent->client->anim_end = FRAME_jump6;
return;
}
newanim:
client->anim_priority = ANIM_BASIC;
client->anim_duck = duck;
client->anim_run = run;
if(!ent->groundentity) {
client->anim_priority = ANIM_JUMP;
if(ent->s.frame != FRAME_jump2)
ent->s.frame = FRAME_jump1;
client->anim_end = FRAME_jump2;
} else if(run) { if(duck) {
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk6;
} else {
ent->s.frame = FRAME_run1;
client->anim_end = FRAME_run6;
}
} else { if(duck) {
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
} else {
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
}
}
void ClientEndServerFrame(edict_t *ent) {
float bobtime;
int i;
current_player = ent;
current_client = ent->client;
for(i = 0; i < 3; i++) {
current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0;
current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0;
}
if(level.intermissiontime) {
current_client->ps.blend[3] = 0;
current_client->ps.fov = 90;
G_SetStats(ent);
return;
}
AngleVectors(ent->client->v_angle, forward, right, up);
P_WorldEffects();
if(ent->client->v_angle[PITCH] > 180)
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]) / 3;
else
ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3;
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4;
xyspeed = sqrt(ent->velocity[0] * ent->velocity[0] + ent->velocity[1] * ent->velocity[1]);
if(xyspeed < 5) {
bobmove = 0;
current_client->bobtime = 0; } else if(ent->groundentity) { if(xyspeed > 210)
bobmove = 0.25;
else if(xyspeed > 100)
bobmove = 0.125;
else
bobmove = 0.0625;
}
bobtime = (current_client->bobtime += bobmove);
if(current_client->ps.pmove.pm_flags & PMF_DUCKED)
bobtime *= 4;
bobcycle = (int)bobtime;
bobfracsin = fabs(sin(bobtime * M_PI));
P_FallingDamage(ent);
P_DamageFeedback(ent);
SV_CalcViewOffset(ent);
SV_CalcGunOffset(ent);
SV_CalcBlend(ent);
if(ent->client->resp.spectator)
G_SetSpectatorStats(ent);
else
G_SetStats(ent);
G_CheckChaseStats(ent);
G_SetClientEvent(ent);
G_SetClientEffects(ent);
G_SetClientSound(ent);
G_SetClientFrame(ent);
VectorCopy(ent->velocity, ent->client->oldvelocity);
VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles);
VectorClear(ent->client->kick_origin);
VectorClear(ent->client->kick_angles);
if(ent->client->showscores && !(level.framenum & 31)) {
DeathmatchScoreboardMessage(ent, ent->enemy);
gi.unicast(ent, false);
}
}