]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Offset player sound volume based on player scale by default
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 2fec6c131e0c2bd8ed771b8a9408f963bbb2c60f..91d566f1b50a62634e706a9df3c292e3e3730571 100644 (file)
@@ -435,8 +435,16 @@ string setmodel_state()
        newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
        newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
 \r
-       if(self.stomach_load)\r
-               applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+       float vore_state;\r
+       if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
+               vore_state = 3;\r
+       else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
+               vore_state = 2;\r
+       else if(self.stomach_load)\r
+               vore_state = 1;\r
+\r
+       if(vore_state)\r
+               applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
        else\r
                applymodel = self.playermodel;\r
 \r
@@ -515,7 +523,7 @@ float Client_customizeentityforclient()
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
        stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
 \r
-       if(other.spectatee_status)\r
+       if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
                other = other.enemy; // also do this for the player we are spectating\r
 \r
        // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
@@ -523,13 +531,22 @@ float Client_customizeentityforclient()
        if(other.predator == self || other.fakepredator == self)\r
        {\r
                Client_setmodel(stomachmodel);\r
+               self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
                self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
        }\r
 \r
        Client_setmodel(setmodel_state());\r
-       if not(self.predator.classname == "player" || self.fakeprey)\r
+       self.effects &~= EF_NODEPTHTEST;\r
+       if not(self.stat_eaten || self.fakeprey)\r
                self.alpha = default_player_alpha;\r
+       else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+       {\r
+               self.alpha = default_player_alpha; // allow seeing neighboring prey\r
+               self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+       }\r
+       else\r
+               self.alpha = -1; // hide prey\r
        return TRUE;\r
 }\r
 \r
@@ -827,6 +844,8 @@ void PutClientInServer (void)
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
                Vore_DeadPrey_Detach(self);\r
+               self.fakeprey = FALSE; // clear the fakeprey status\r
+               self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
 \r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
@@ -1025,12 +1044,27 @@ float ClientInit_SendEntity(entity to, float sf)
                WriteString(MSG_ENTITY, world.fog);\r
        else\r
                WriteString(MSG_ENTITY, "");\r
-       WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
+       WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
        WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
-       WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
-       WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+       WriteShort(MSG_ENTITY, cvar("g_vore"));\r
+       WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
+       WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+       WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
+       WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
+\r
+       // tell the client if this server uses armor\r
+       float armor_max;\r
+       if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+               armor_max = cvar("g_balance_armor_limit");\r
+       WriteCoord(MSG_ENTITY, armor_max);\r
+\r
+       float teamheal_max;\r
+       if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
+               teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
+       WriteCoord(MSG_ENTITY, teamheal_max);\r
+\r
        return TRUE;\r
 }\r
 \r
@@ -1085,6 +1119,7 @@ Called when a client types 'kill' in the console
 =============\r
 */\r
 \r
+.float clientkill_nexttime;\r
 void ClientKill_Now_TeamChange()\r
 {\r
        if(self.killindicator_teamchange == -1)\r
@@ -1092,24 +1127,32 @@ void ClientKill_Now_TeamChange()
                self.team = -1;\r
                JoinBestTeam( self, FALSE, FALSE );\r
        }\r
+       else if(self.killindicator_teamchange == -2)\r
+       {\r
+               if(g_ca)\r
+                       self.caplayer = 0;\r
+               if(blockSpectators)\r
+                       sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
+               PutObserverInServer();\r
+       }\r
        else\r
                SV_ChangeTeam(self.killindicator_teamchange - 1);\r
 }\r
 \r
 void ClientKill_Now()\r
-{\r
+{      \r
+       if(self.killindicator && !wasfreed(self.killindicator))\r
+        remove(self.killindicator);\r
+       \r
+       self.killindicator = world;\r
+\r
        if(self.killindicator_teamchange)\r
                ClientKill_Now_TeamChange();\r
 \r
        // in any case:\r
        Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
 \r
-       if(self.killindicator)\r
-       {\r
-               dprint("Cleaned up after a leaked kill indicator.\n");\r
-               remove(self.killindicator);\r
-               self.killindicator = world;\r
-       }\r
+       // now I am sure the player IS dead\r
 }\r
 void KillIndicator_Think()\r
 {\r
@@ -1126,6 +1169,11 @@ void KillIndicator_Think()
                ClientKill_Now(); // no oldself needed\r
                return;\r
        }\r
+    else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
+    {\r
+        self.nextthink = time + 1;\r
+        self.cnt -= 1;\r
+    }\r
        else\r
        {\r
                if(self.cnt <= 10)\r
@@ -1138,6 +1186,8 @@ void KillIndicator_Think()
                        {\r
                                if(self.owner.killindicator_teamchange == -1)\r
                                        centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
+                               else if(self.owner.killindicator_teamchange == -2)\r
+                                       centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
                                else\r
                                        centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
                        }\r
@@ -1149,19 +1199,34 @@ void KillIndicator_Think()
        }\r
 }\r
 \r
-void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
+void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
 {\r
        float killtime;\r
        entity e;\r
        killtime = cvar("g_balance_kill_delay");\r
 \r
-       if(g_race_qualifying)\r
+       if(g_race_qualifying || g_cts)\r
                killtime = 0;\r
 \r
+    if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
+    {\r
+               remove(self.killindicator);\r
+               self.killindicator = world;\r
+\r
+        ClientKill_Now(); // allow instant kill in this case\r
+        return;\r
+    }\r
+\r
        self.killindicator_teamchange = targetteam;\r
 \r
-       if(!self.killindicator)\r
+    if(!self.killindicator)\r
        {\r
+               if(self.modelindex && self.deadflag == DEAD_NO)\r
+               {\r
+                       killtime = max(killtime, self.clientkill_nexttime - time);\r
+                       self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
+               }\r
+\r
                if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
                {\r
                        ClientKill_Now();\r
@@ -1177,7 +1242,7 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
                        self.killindicator.nextthink = time + (self.lip) * 0.05;\r
                        self.killindicator.cnt = ceil(killtime);\r
                        self.killindicator.count = bound(0, ceil(killtime), 10);\r
-                       sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
+                       //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
 \r
                        for(e = world; (e = find(e, classname, "body")) != world; )\r
                        {\r
@@ -1197,22 +1262,42 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
        }\r
        if(self.killindicator)\r
        {\r
-               if(targetteam)\r
-                       self.killindicator.colormod = TeamColor(targetteam);\r
-               else\r
+               if(targetteam == 0) // just die\r
                        self.killindicator.colormod = '0 0 0';\r
+               else if(targetteam == -1) // auto\r
+                       self.killindicator.colormod = '0 1 0';\r
+               else if(targetteam == -2) // spectate\r
+                       self.killindicator.colormod = '0.5 0.5 0.5';\r
+               else\r
+                       self.killindicator.colormod = TeamColor(targetteam);\r
        }\r
 }\r
 \r
 void ClientKill (void)\r
 {\r
-       ClientKill_TeamChange(0);\r
+       if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
+       {\r
+               // do nothing\r
+       }\r
+       else\r
+               ClientKill_TeamChange(0);\r
+}\r
+\r
+void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
+{\r
+    e.killindicator = spawn();\r
+    e.killindicator.owner = e;\r
+    e.killindicator.think = KillIndicator_Think;\r
+    e.killindicator.nextthink = time + (e.lip) * 0.05;\r
+    e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
+    e.killindicator.health = 1; // this is used to indicate that it should be silent\r
+    e.lip = 0;\r
 }\r
 \r
 void DoTeamChange(float destteam)\r
 {\r
        float t, c0;\r
-       if(!teams_matter)\r
+       if(!teamplay)\r
        {\r
                if(destteam >= 0)\r
                        SetPlayerColors(self, destteam);\r
@@ -1432,8 +1517,7 @@ void ClientConnect (void)
                ctf_clientconnect();\r
        }*/\r
 \r
-       if(teams_matter || radar_showennemies)\r
-               attach_entcs();\r
+       attach_entcs();\r
 \r
        bot_relinkplayerlist();\r
 \r
@@ -1514,7 +1598,6 @@ Called when a client disconnects from the server
 =============\r
 */\r
 .entity chatbubbleentity;\r
-.entity teambubbleentity;\r
 void ReadyCount();\r
 void ClientDisconnect (void)\r
 {\r
@@ -1562,9 +1645,6 @@ void ClientDisconnect (void)
        if (self.chatbubbleentity)\r
                remove (self.chatbubbleentity);\r
 \r
-       if (self.teambubbleentity)\r
-               remove (self.teambubbleentity);\r
-\r
        if (self.killindicator)\r
                remove (self.killindicator);\r
 \r
@@ -1609,7 +1689,7 @@ void ChatBubbleThink()
                remove(self);\r
                return;\r
        }\r
-       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player" && self.owner.fakepredator.classname != "player")\r
+       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
 #ifdef TETRIS\r
                || self.owner.tetris_on\r
 #endif\r
@@ -1641,57 +1721,6 @@ void UpdateChatBubble()
        }\r
 }\r
 \r
-void TeamBubbleThink()\r
-{\r
-       self.nextthink = time;\r
-       if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
-       {\r
-               if(self.owner) // but why can that ever be world?\r
-                       self.owner.teambubbleentity = world;\r
-               remove(self);\r
-               return;\r
-       }\r
-//     setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
-       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player" || self.owner.fakepredator.classname == "player")\r
-               self.model = "";\r
-       else\r
-       {\r
-               if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
-               if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
-                       setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
-               else\r
-                       setmodel(self, "models/misc/teambubble.spr");\r
-       }\r
-};\r
-\r
-float TeamBubble_customizeentityforclient()\r
-{\r
-       return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
-}\r
-\r
-void UpdateTeamBubble()\r
-{\r
-       if (!self.modelindex || !teams_matter)\r
-               return;\r
-       // spawn a teambubble entity if needed\r
-       if (!self.teambubbleentity && teams_matter)\r
-       {\r
-               self.teambubbleentity = spawn();\r
-               self.teambubbleentity.owner = self;\r
-               self.teambubbleentity.exteriormodeltoclient = self;\r
-               self.teambubbleentity.think = TeamBubbleThink;\r
-               self.teambubbleentity.nextthink = time;\r
-               setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
-//             setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
-               setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
-               setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
-//             self.teambubbleentity.mdl = self.teambubbleentity.model;\r
-//             self.teambubbleentity.model = self.teambubbleentity.mdl;\r
-               self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
-               self.teambubbleentity.effects = EF_LOWPRECISION;\r
-       }\r
-}\r
-\r
 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
 // added to the model skins\r
 /*void UpdateColorModHack()\r
@@ -1708,10 +1737,31 @@ void UpdateTeamBubble()
        else self.colormod = '1 1 1';\r
 };*/\r
 \r
+.float oldcolormap;\r
 void respawn(void)\r
 {\r
+       if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+       {\r
+               self.solid = SOLID_NOT;\r
+               self.takedamage = DAMAGE_NO;\r
+               self.movetype = MOVETYPE_FLY;\r
+               self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+               self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+               self.effects |= EF_ADDITIVE;\r
+               self.oldcolormap = self.colormap;\r
+               self.colormap = 512;\r
+               pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+               if(cvar("g_respawn_ghosts_maxtime"))\r
+                       SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+       }\r
+\r
        CopyBody(1);\r
        self.effects |= EF_NODRAW; // prevent another CopyBody\r
+       if(self.oldcolormap)\r
+       {\r
+               self.colormap = self.oldcolormap;\r
+               self.oldcolormap = 0;\r
+       }\r
        PutClientInServer();\r
 }\r
 \r
@@ -2048,6 +2098,7 @@ void SpectateCopy(entity spectatee) {
        self.dmg_save = spectatee.dmg_save;\r
        self.dmg_inflictor = spectatee.dmg_inflictor;\r
        self.angles = spectatee.v_angle;\r
+       self.scale = spectatee.scale;\r
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
@@ -2055,6 +2106,10 @@ void SpectateCopy(entity spectatee) {
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
        self.stat_canswallow = spectatee.stat_canswallow;\r
+       self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+       self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+       self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+       self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
        setorigin(self, spectatee.origin);\r
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
@@ -2246,26 +2301,37 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
-.float current_scale;\r
-void ApplyHealthSize()\r
+void SetPlayerSize()\r
 {\r
-       if not(cvar("g_healthsize"))\r
-               return;\r
+       if(cvar("g_healthsize"))\r
+       {\r
+               // change player scale based on the amount of health we have\r
 \r
-       self.current_scale = self.health / 100; // range between 0 and 100\r
-       self.current_scale = bound(0, self.current_scale, 100);\r
+               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
 \r
-       if(self.scale < self.current_scale - self.scale)\r
-               self.scale += cvar("g_healthsize_speed") * sys_frametime;\r
-       else if(self.scale > self.current_scale + self.scale)\r
-               self.scale -= cvar("g_healthsize_speed") * sys_frametime;\r
-       else\r
-               self.scale = self.current_scale;\r
+               // The following code sets the bounding box to match the player's size.\r
+               // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+               if(self.crouch)\r
+               {\r
+                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               }\r
+               else\r
+               {\r
+                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+               }\r
+       }\r
 \r
-       if(self.crouch)\r
-               setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
-       else\r
-               setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+       if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
+       {\r
+               // resize prey if neighborprey is enabled\r
+               self.scale *= cvar("g_vore_neighborprey_scale");\r
+       }\r
 }\r
 \r
 void ObserverThink()\r
@@ -2456,6 +2522,29 @@ void PlayerPreThink (void)
 \r
                if(frametime)\r
                {\r
+\r
+                       if(self.health <= 0 && cvar("g_deathglow"))\r
+                       {\r
+                               if(self.glowmod_x > 0)\r
+                                       self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_x = -1;\r
+                               if(self.glowmod_y > 0)\r
+                                       self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_y = -1;\r
+                               if(self.glowmod_z > 0)\r
+                                       self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_z = -1;\r
+                       }\r
+                       else\r
+                       {\r
+                               // set weapon and player glowmod\r
+                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               self.weaponentity_glowmod = self.glowmod;\r
+                       }\r
+\r
                        player_powerups();\r
                }\r
 \r
@@ -2590,8 +2679,7 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
-               // health based player size\r
-               ApplyHealthSize();\r
+               SetPlayerSize();\r
 \r
                FixPlayermodel();\r
 \r
@@ -2796,7 +2884,6 @@ void PlayerPostThink (void)
        if(self.classname == "player") {\r
                CheckRules_Player();\r
                UpdateChatBubble();\r
-               UpdateTeamBubble();\r
                if (self.impulse)\r
                        ImpulseCommands();\r
                if (intermission_running)\r