+#include "cl_client.qh"
+
+#include "waypointsprites.qh"
+
+#include "anticheat.qh"
+#include "cl_impulse.qh"
+#include "cl_player.qh"
+#include "ent_cs.qh"
+#include "ipban.qh"
+#include "miscfunctions.qh"
+#include "portals.qh"
+#include "teamplay.qh"
+#include "playerdemo.qh"
+#include "spawnpoints.qh"
+#include "g_damage.qh"
+#include "g_hook.qh"
+#include "command/common.qh"
+#include "cheats.qh"
+#include "g_world.qh"
+#include "race.qh"
+#include "antilag.qh"
+#include "campaign.qh"
+#include "command/common.qh"
+
+#include "bot/bot.qh"
+#include "bot/navigation.qh"
+
+#include "vehicles/vehicle.qh"
+
+#include "weapons/hitplot.qh"
+#include "weapons/weaponsystem.qh"
+
+#include "../common/net_notice.qh"
+#include "../common/physics.qh"
+
+#include "../common/triggers/subs.qh"
+#include "../common/triggers/triggers.qh"
+#include "../common/triggers/trigger/secret.qh"
+
+#include "../common/items/inventory.qh"
+
+#include "../common/monsters/sv_monsters.qh"
+
+#include "../warpzonelib/server.qh"
+
+
void send_CSQC_teamnagger() {
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
-float ClientData_Send(entity to, float sf)
+float ClientData_Send(entity to, int sf)
{
if(to != self.owner)
{
error("wtf");
- return FALSE;
+ return false;
}
entity e;
if(sf & 8)
{
- WriteAngle(MSG_ENTITY, e.v_angle_x);
- WriteAngle(MSG_ENTITY, e.v_angle_y);
+ WriteAngle(MSG_ENTITY, e.v_angle.x);
+ WriteAngle(MSG_ENTITY, e.v_angle.y);
}
- return TRUE;
+ return true;
}
void ClientData_Attach()
{
- Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
+ Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
self.clientdata.drawonlytoclient = self;
self.clientdata.owner = self;
}
if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
- spot = SelectSpawnPoint (TRUE);
+ spot = SelectSpawnPoint (true);
if(!spot)
error("No spawnpoints for observers?!?\n");
RemoveGrapplingHook(self); // Wazat's Grappling Hook
if(IS_REAL_CLIENT(self))
{
+ Item_ItemsTime_SetTimesForPlayer(self);
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, self);
if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
- if(self.just_joined == FALSE) {
+ if(self.just_joined == false) {
LogTeamchange(self.playerid, -1, 4);
} else
- self.just_joined = FALSE;
+ self.just_joined = false;
}
PlayerScore_Clear(self); // clear scores when needed
self.spectatortime = time;
self.classname = "observer";
- self.iscreature = FALSE;
+ self.iscreature = false;
self.teleportable = TELEPORT_SIMPLE;
- self.damagedbycontents = FALSE;
+ self.damagedbycontents = false;
self.health = -666;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.deadflag = DEAD_NO;
self.angles = spot.angles;
self.angles_z = 0;
- self.fixangle = TRUE;
- self.crouch = FALSE;
+ self.fixangle = true;
+ self.crouch = false;
self.revival_time = 0;
setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
defaultmodel = "";
defaultskin = 0;
- chmdl = FALSE;
+ chmdl = false;
- if(autocvar_sv_defaultcharacter == 1)
+ if(autocvar_sv_defaultcharacter)
{
if(teamplay)
{
m2 = self.maxs;
setplayermodel (self, defaultmodel);
setsize (self, m1, m2);
- chmdl = TRUE;
+ chmdl = true;
}
oldskin = self.skin;
m2 = self.maxs;
setplayermodel (self, self.playermodel);
setsize (self, m1, m2);
- chmdl = TRUE;
+ chmdl = true;
}
oldskin = self.skin;
if(IS_PLAYER(self))
{
entity spot, oldself;
- float j;
accuracy_resend(self);
if(self.team < 0)
- JoinBestTeam(self, FALSE, TRUE);
+ JoinBestTeam(self, false, true);
- spot = SelectSpawnPoint (FALSE);
+ spot = SelectSpawnPoint (false);
if(!spot)
{
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
vehicles_exit(VHEF_RELESE);
self.classname = "player";
- self.wasplayer = TRUE;
- self.iscreature = TRUE;
+ self.wasplayer = true;
+ self.iscreature = true;
self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
+ self.damagedbycontents = true;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
else
self.superweapons_finished = 0;
+ if(!warmup_stage)
+ Item_ItemsTime_ResetTimesForPlayer(self);
+
if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_blaster)
self.respawn_flags = 0;
self.respawn_time = 0;
self.stat_respawn_time = 0;
- self.scale = 0;
+ self.scale = autocvar_sv_player_scale;
self.fade_time = 0;
self.pain_frame = 0;
self.pain_finished = 0;
self.angles_z = 0; // never spawn tilted even if the spot says to
if(IS_BOT_CLIENT(self))
self.v_angle = self.angles;
- self.fixangle = TRUE; // turn this way immediately
+ self.fixangle = true; // turn this way immediately
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.punchangle = '0 0 0';
entity spawnevent = spawn();
spawnevent.owner = self;
- Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
+ Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
// Cut off any still running player sounds.
stopsound(self, CH_PLAYER_SINGLE);
FixPlayermodel();
self.drawonlytoclient = world;
- self.crouch = FALSE;
+ self.crouch = false;
self.view_ofs = PL_VIEW_OFS;
setsize (self, PL_MIN, PL_MAX);
self.spawnorigin = spot.origin;
- setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
+ setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
self.oldorigin = self.origin;
self.prevorigin = self.origin;
self.event_damage = PlayerDamage;
- self.bot_attack = TRUE;
- self.monster_attack = TRUE;
-
+ self.bot_attack = true;
+ self.monster_attack = true;
+
self.spider_slowness = 0;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
self.colormod = '1 1 1' * autocvar_g_player_brightness;
self.exteriorweaponentity.alpha = default_weapon_alpha;
- self.speedrunning = FALSE;
+ self.speedrunning = false;
//stuffcmd(self, "chase_active 0");
//stuffcmd(self, "set viewsize $tmpviewsize \n");
target_voicescript_clear(self);
// reset fields the weapons may use
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+ for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
{
WEP_ACTION(j, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
- entity e;
- e = get_weaponinfo(j);
- if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
+ entity e = get_weaponinfo(j);
+ if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.(weapon_load[j]) = e.reloading_ammo;
}
.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, float sf)
+float ClientInit_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
- return TRUE;
+ return true;
}
void ClientInit_CheckUpdate()
e = spawn();
e.classname = "clientinit";
e.think = ClientInit_CheckUpdate;
- Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
+ Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
o = self;
self = e;
{
if(self.killindicator_teamchange == -1)
{
- JoinBestTeam( self, FALSE, TRUE );
+ JoinBestTeam( self, false, true );
}
else if(self.killindicator_teamchange == -2)
{
float n, i;
string s;
- // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
+ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
if (!p.crypto_idfp)
return 0;
return 0;
}
+#ifdef DP_EXT_PRECONNECT
/*
=============
ClientPreConnect
));
}
}
+#endif
/*
=============
PlayerScore_Attach(self);
ClientData_Attach();
accuracy_init(self);
+ Inventory_new(self);
bot_clientconnect();
if(self.team_forced > 0)
self.team_forced = 0;
- JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
+ JoinBestTeam(self, false, false); // if the team number is valid, keep it
if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
self.classname = "observer";
LogTeamchange(self.playerid, self.team, 1);
- self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
+ self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
self.netname_previous = strzone(self.netname);
if(IS_REAL_CLIENT(self))
sv_notice_join();
+ for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
+ entity oldself = self;
+ self = e;
+ e.init_for_player(oldself);
+ self = oldself;
+ }
+
MUTATOR_CALLHOOK(ClientConnect);
}
/*
bot_relinkplayerlist();
accuracy_free(self);
+ Inventory_delete(self);
ClientData_Detach();
PlayerScore_Detach(self);
self.chatbubbleentity.nextthink = time;
setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
//setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
- setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
+ setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
self.chatbubbleentity.mdl = self.chatbubbleentity.model;
self.chatbubbleentity.model = "";
void GetPressedKeys(void) {
MUTATOR_CALLHOOK(GetPressedKeys);
- if (self.movement_x > 0) // get if movement keys are pressed
- { // forward key pressed
- self.pressedkeys |= KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
- else if (self.movement_x < 0)
- { // backward key pressed
- self.pressedkeys |= KEY_BACKWARD;
- self.pressedkeys &= ~KEY_FORWARD;
- }
- else
- { // no x input
- self.pressedkeys &= ~KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
-
- if (self.movement_y > 0)
- { // right key pressed
- self.pressedkeys |= KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
- else if (self.movement_y < 0)
- { // left key pressed
- self.pressedkeys |= KEY_LEFT;
- self.pressedkeys &= ~KEY_RIGHT;
- }
- else
- { // no y input
- self.pressedkeys &= ~KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
-
- if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
- self.pressedkeys |= KEY_JUMP;
- else
- self.pressedkeys &= ~KEY_JUMP;
- if (self.BUTTON_CROUCH)
- self.pressedkeys |= KEY_CROUCH;
- else
- self.pressedkeys &= ~KEY_CROUCH;
-
- if (self.BUTTON_ATCK)
- self.pressedkeys |= KEY_ATCK;
- else
- self.pressedkeys &= ~KEY_ATCK;
- if (self.BUTTON_ATCK2)
- self.pressedkeys |= KEY_ATCK2;
- else
- self.pressedkeys &= ~KEY_ATCK2;
+ #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
+ X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
+ X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
+ X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
+ X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
+
+ X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
+ X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
+ X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
+ X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
+ #undef X
}
/*
self.frozen = spectatee.frozen;
self.revive_progress = spectatee.revive_progress;
if(!self.BUTTON_USE)
- self.fixangle = TRUE;
+ self.fixangle = true;
setorigin(self, spectatee.origin);
setsize(self, spectatee.mins, spectatee.maxs);
SetZoomState(spectatee.zoomstate);
self.hud = spectatee.hud;
if(spectatee.vehicle)
{
- self.fixangle = FALSE;
+ self.fixangle = false;
//self.velocity = spectatee.vehicle.velocity;
self.vehicle_health = spectatee.vehicle_health;
self.vehicle_shield = spectatee.vehicle_shield;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
- WriteAngle(MSG_ONE, spectatee.v_angle_x);
- WriteAngle(MSG_ONE, spectatee.v_angle_y);
- WriteAngle(MSG_ONE, spectatee.v_angle_z);
+ WriteAngle(MSG_ONE, spectatee.v_angle.x);
+ WriteAngle(MSG_ONE, spectatee.v_angle.y);
+ WriteAngle(MSG_ONE, spectatee.v_angle.z);
//WriteByte (MSG_ONE, SVC_SETVIEW);
// WriteEntity(MSG_ONE, self);
float SpectateSet()
{
if(self.enemy.classname != "player")
- return FALSE;
+ return false;
/*if(self.enemy.vehicle)
{
if(!SpectateUpdate())
PutObserverInServer();
//}
- return TRUE;
+ return true;
}
void SetSpectator(entity player, entity spectatee)
// NOTE: chain order is from the highest to the lower entnum (unlike find)
other = findchain(classname, "player");
if (!other) // no player
- return FALSE;
+ return false;
entity first = other;
// skip players until current spectated player
while(other.team != self.team)
other = other.chain;
if(other == self.enemy)
- return TRUE;
+ return true;
}
}
else
nades_RemoveBonus(self);
if(autocvar_g_campaign || autocvar_g_balance_teams)
- { JoinBestTeam(self, FALSE, TRUE); }
+ { JoinBestTeam(self, false, true); }
if(autocvar_g_campaign)
{ campaign_bots_may_start = 1; }
/**
* Determines whether the player is allowed to join. This depends on cvar
- * g_maxplayers, if it isn't used this function always return TRUE, otherwise
+ * g_maxplayers, if it isn't used this function always return true, otherwise
* it checks whether the number of currently playing players exceeds g_maxplayers.
* @return int number of free slots for players, 0 if none
*/
case 192: // charmap space
if (!autocvar_utf8_enable)
break;
- return FALSE;
+ return false;
case 160: // space in unicode fonts
case 0xE000 + 192: // utf8 charmap space
if (autocvar_utf8_enable)
break;
default:
- return FALSE;
+ return false;
}
}
- return TRUE;
+ return true;
}
/*
*/
.float usekeypressed;
void() nexball_setstatus;
-.float items_added;
+.int items_added;
void PlayerPreThink (void)
{
WarpZone_PlayerPhysics_FixVAngle();
self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
self.stat_leadlimit = autocvar_leadlimit;
+ self.weaponsinmap = weaponsInMap;
+
if(frametime)
{
// physics frames: update anticheat stuff
{
self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
-
+
if(self.health < 1)
{
if(self.vehicle)
// FIXME turn this into CSQC stuff
self.v_angle = self.lastV_angle;
self.angles = self.lastV_angle;
- self.fixangle = TRUE;
+ self.fixangle = true;
}
if(frametime)
if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
{
- self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
- self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
- self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
}
}
else
- self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+ self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
player_powerups();
}
do_crouch = 0;
// WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
- // It cannot be predicted by the engine!
+ // It cannot be predicted by the engine!
if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
{
if (!self.crouch)
{
- self.crouch = TRUE;
- self.view_ofs = PL_CROUCH_VIEW_OFS;
- setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
- // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
+ self.crouch = true;
+ self.view_ofs = self.stat_pl_crouch_view_ofs;
+ setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
+ // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
}
}
else
{
if (self.crouch)
{
- tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
+ tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
if (!trace_startsolid)
{
- self.crouch = FALSE;
- self.view_ofs = PL_VIEW_OFS;
- setsize (self, PL_MIN, PL_MAX);
+ self.crouch = false;
+ self.view_ofs = self.stat_pl_view_ofs;
+ setsize (self, self.stat_pl_min, self.stat_pl_max);
}
}
}
player_regen();
- // WEAPONTODO: Add a weapon request for this
+ // WEAPONTODO: Add a weapon request for this
// rot vortex charge to the charge limit
if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);