#include "campaign.qh"
#include "command/common.qh"
#include "scores_rules.qh"
+#include "weapons/common.qh"
#include "bot/api.qh"
this.strength_finished = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
+ this.air_finished = 0;
//this.dphitcontentsmask = 0;
this.dphitcontentsmask = DPCONTENTS_SOLID;
if (autocvar_g_playerclip_collisions)
this.respawn_flags = 0;
this.respawn_time = 0;
STAT(RESPAWN_TIME, this) = 0;
- this.scale = autocvar_sv_player_scale;
+ bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
+ this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
this.fade_time = 0;
this.pain_frame = 0;
this.pain_finished = 0;
STAT(BUFFS, this) = 0;
STAT(BUFF_TIME, this) = 0;
- this.air_finished = time + 12;
+ this.air_finished = 0;
this.waterlevel = WATERLEVEL_NONE;
this.watertype = CONTENT_EMPTY;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- entity oldwep = this.(weaponentity);
CL_SpawnWeaponentity(this, weaponentity);
- if(oldwep && oldwep.owner == this)
- this.(weaponentity).m_gunalign = oldwep.m_gunalign;
}
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
if (CS(this).impulse) ImpulseCommands(this);
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
modifications = substring(modifications, 2, strlen(modifications) - 2);
string versionmessage = GetClientVersionMessage(this);
- string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
+ string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
+
+ s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
if(modifications != "")
s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
return s;
}
-bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
+bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
/**
=============
CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (autocvar_sv_eventlog)
- GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
+ GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
ERASEABLE
void DebugPrintToChat(entity client, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChat(client, text);
}
ERASEABLE
void DebugPrintToChatAll(string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatAll(text);
}
ERASEABLE
void DebugPrintToChatTeam(int team_num, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatTeam(team_num, text);
}
return max(stable, current + (stable - current) * rotfactor * rotframetime);
}
-float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
+void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
{
+ float old = GetResource(this, res);
+ float current = old;
if(current > rotstable)
{
if(rotframetime > 0)
}
}
+ float limit = GetResourceLimit(this, res) * limit_mod;
if(current > limit)
current = limit;
- return current;
+ if (current != old)
+ SetResource(this, res, current);
}
void player_regen(entity this)
if(!mutator_returnvalue)
if(!STAT(FROZEN, this))
{
- float mina, maxa, limith, limita;
- maxa = autocvar_g_balance_armor_rotstable;
- mina = autocvar_g_balance_armor_regenstable;
- limith = GetResourceLimit(this, RES_HEALTH);
- limita = GetResourceLimit(this, RES_ARMOR);
+ float maxa = autocvar_g_balance_armor_rotstable;
+ float mina = autocvar_g_balance_armor_regenstable;
- regen_health_rotstable = regen_health_rotstable * max_mod;
- regen_health_stable = regen_health_stable * max_mod;
- limith = limith * limit_mod;
- limita = limita * limit_mod;
+ RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
+ regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
+ rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
- SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
- regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
- rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
- SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
- regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
- rot_mod * frametime * (time > this.pauserothealth_finished), limith));
+ RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
+ regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
+ rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
}
// if player rotted to death... die!
this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(this.items & IT_UNLIMITED_AMMO))
{
- float minf, maxf, limitf;
-
- maxf = autocvar_g_balance_fuel_rotstable;
- minf = autocvar_g_balance_fuel_regenstable;
- limitf = GetResourceLimit(this, RES_FUEL);
+ float maxf = autocvar_g_balance_fuel_rotstable;
+ float minf = autocvar_g_balance_fuel_regenstable;
- SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
- frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
- maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
+ RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
+ frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
+ maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
}
}
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
this.strength_finished = spectatee.strength_finished;
this.invincible_finished = spectatee.invincible_finished;
this.superweapons_finished = spectatee.superweapons_finished;
+ this.air_finished = spectatee.air_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
this.punchangle = spectatee.punchangle;
if (CS(this).spectatee_status != oldspectatee_status)
{
+ if (STAT(PRESSED_KEYS, this))
+ {
+ CS(this).pressedkeys = 0;
+ STAT(PRESSED_KEYS, this) = 0;
+ }
ClientData_Touch(this);
if (g_race || g_cts) race_InitSpectator();
}
if (autocvar_g_campaign) {
if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
CS(this).motd_actived_time = time;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this)) {
CS(this).motd_actived_time = time;
else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
CS(this).motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this))
{
// instantly hide MOTD
CS(this).motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ if (autocvar_g_campaign)
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
+ else
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
else if (IS_PLAYER(this) || IS_SPEC(this))
{
.int items_added;
.string shootfromfixedorigin;
+.bool dualwielding_prev;
bool PlayerThink(entity this)
{
if (game_stopped || intermission_running) {
stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
}
+ // reset gun alignment when dual wielding status changes
+ // to ensure guns are always aligned right and left
+ bool dualwielding = W_DualWielding(this);
+ if(this.dualwielding_prev != dualwielding)
+ {
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
+ this.dualwielding_prev = dualwielding;
+ }
+
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}
this.items |= this.items_added;
}
- player_regen(this);
-
- // WEAPONTODO: Add a weapon request for this
- // rot vortex charge to the charge limit
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ if (frametime)
{
- .entity weaponentity = weaponentities[slot];
- if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
- this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
- }
+ // WEAPONTODO: Add a weapon request for this
+ // rot vortex charge to the charge limit
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
- if (frametime) player_anim(this);
+ player_regen(this);
+ player_anim(this);
+ this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+ }
- // secret status
secrets_setstatus(this);
-
- // monsters status
monsters_setstatus(this);
- this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
-
return true;
}
if(this.flags & FL_SPAWNING)
{
this.flags &= ~FL_SPAWNING;
- Join(this);
+ if(joinAllowed(this))
+ Join(this);
return;
}
}
this.max_armorvalue = 0;
}
- if(IS_PLAYER(this))
+ if (frametime && IS_PLAYER(this))
{
if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
{
if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
{
- if(this.air_finished < time)
+ if(this.air_finished && this.air_finished < time)
PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
- this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+ this.air_finished = 0;
}
- else if (this.air_finished < time)
- { // drown!
- if (this.pain_finished < time)
- {
- Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
- this.pain_finished = time + 0.5;
+ else
+ {
+ if (!this.air_finished)
+ this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+ if (this.air_finished < time)
+ { // drown!
+ if (this.pain_finished < time)
+ {
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ this.pain_finished = time + 0.5;
+ }
}
}
}
}
GetPressedKeys(this);
}
+ else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
+ {
+ CS(this).pressedkeys = 0;
+ STAT(PRESSED_KEYS, this) = 0;
+ }
if (this.waypointsprite_attachedforcarrier) {
float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;