]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/nades/nades.qc
Move more REPLICATE calls to \common and from qh files to qc files (it fixes compilat...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / nades / nades.qc
index c94c92c13432523237ca2258db4660e428b1b4e0..2869d4f220def17140853c61e13c6a5b368513a3 100644 (file)
@@ -11,6 +11,7 @@ float autocvar_g_nades_spread = 0.04;
 REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
 
 #ifdef GAMEQC
+
 REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
 REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
 
@@ -224,7 +225,7 @@ void napalm_damage(entity this, float dist, float damage, float edgedamage, floa
                        if(d < dist)
                        {
                                e.fireball_impactvec = p;
-                               RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
+                               RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
                        }
                }
        if(RandomSelection_chosen_ent)
@@ -1140,7 +1141,7 @@ void nade_prime(entity this)
        int ntype;
        string pntype = this.pokenade_type;
 
-       if((this.items & ITEM_Strength.m_itemid) && autocvar_g_nades_bonus_onstrength)
+       if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
                ntype = STAT(NADE_BONUS_TYPE, this);
        else if (STAT(NADE_BONUS, this) >= 1)
        {
@@ -1258,13 +1259,13 @@ MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
        }
 }
 
-#ifdef IS_REVIVING
-       #undef IS_REVIVING
+#ifdef IN_REVIVING_RANGE
+       #undef IN_REVIVING_RANGE
 #endif
 
 // returns true if player is reviving it
-#define IS_REVIVING(player, it, revive_extra_size) \
-       (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+       (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
        && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
 
 MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
@@ -1273,7 +1274,8 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
 
        if (!IS_PLAYER(player)) { return; }
 
-       if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+       if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
+               OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
 
        entity held_nade = player.nade;
        if (held_nade)
@@ -1340,46 +1342,62 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
                }
        }
 
-       if (frametime && IS_PLAYER(player))
-       {
-               int n = 0;
+       if (!(frametime && IS_PLAYER(player)))
+               return true;
 
-               IntrusiveList reviving_players = NULL;
+       entity revivers_last = NULL;
+       entity revivers_first = NULL;
 
-               if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
-                       n = -1;
-               else if (STAT(FROZEN, player) == FROZEN_TEMP_DYING)
+       bool player_is_reviving = false;
+       int n = 0;
+       vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+       FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+               // check if player is reviving anyone
+               if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
                {
-                       vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
-                       n = 0;
-                       FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
-                               if (!reviving_players)
-                                       reviving_players = IL_NEW();
-                               IL_PUSH(reviving_players, it);
-                               ++n;
-                       });
+                       if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+                               continue;
+                       if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                               continue;
+                       player_is_reviving = true;
+                       break;
                }
 
-               if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
-               {
-                       STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
-                       SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+               if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+                       continue; // both player and it are NOT frozen
+               if (revivers_last)
+                       revivers_last.chain = it;
+               revivers_last = it;
+               if (!revivers_first)
+                       revivers_first = it;
+               ++n;
+       });
+       if (revivers_last)
+               revivers_last.chain = NULL;
 
-                       if(STAT(REVIVE_PROGRESS, player) >= 1)
-                       {
-                               Unfreeze(player, false);
+       if (!n) // no teammate nearby
+       {
+               // freezetag already resets revive progress
+               if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+                       STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+       }
+       else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+       {
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+               // undo what PlayerPreThink did
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+               SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
 
-                               entity first = IL_FIRST(reviving_players);
-                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
-                               Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
-                       }
+               if(STAT(REVIVE_PROGRESS, player) >= 1)
+               {
+                       Unfreeze(player, false);
 
-                       IL_EACH(reviving_players, true, {
-                               STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
-                       });
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+                       Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
                }
-               if (reviving_players)
-                       IL_DELETE(reviving_players);
+
+               for(entity it = revivers_first; it; it = it.chain)
+                       STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
        }
 }