-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qc"
- #include "../dpdefs/dpextensions.qc"
- #include "sys-post.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/net_notice.qh"
- #include "../common/monsters/monsters.qh"
- #include "../common/monsters/sv_monsters.qh"
- #include "../common/weapons/weapons.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "vehicles/vehicles_def.qh"
- #include "campaign.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "command/vote.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "anticheat.qh"
- #include "cheats.qh"
- #include "../common/playerstats.qh"
- #include "portals.qh"
- #include "g_hook.qh"
- #include "scores.qh"
- #include "spawnpoints.qh"
- #include "ipban.qh"
- #include "race.qh"
- #include "antilag.qh"
- #include "playerdemo.qh"
-#endif
+#include "waypointsprites.qh"
+
+#include "cl_impulse.qh"
+#include "cl_player.qh"
+#include "ent_cs.qh"
+#include "g_subs.qh"
+#include "ipban.qh"
+#include "miscfunctions.qh"
+#include "portals.qh"
+#include "teamplay.qh"
+#include "playerdemo.qh"
+#include "secret.qh"
+
+#include "bot/bot.qh"
+#include "bot/navigation.qh"
+
+#include "weapons/hitplot.qh"
+#include "weapons/weaponsystem.qh"
+
+#include "../common/net_notice.qh"
+
+#include "../common/monsters/sv_monsters.qh"
+
+#include "../warpzonelib/server.qh"
+
+float c1, c2, c3, c4;
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)
{
}
if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELEASE);
WaypointSprite_PlayerDead();
RemoveGrapplingHook(self); // Wazat's Grappling Hook
- if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
-
self.classname = "player";
self.wasplayer = true;
self.iscreature = true;
self.bot_attack = true;
self.monster_attack = true;
-
+
self.spider_slowness = 0;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
WEP_ACTION(j, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
- entity e;
- e = get_weaponinfo(j);
+ entity e = get_weaponinfo(j);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.(weapon_load[j]) = e.reloading_ammo;
}
{
if(self.vehicle)
{
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELEASE);
if(!self.killindicator_teamchange)
{
self.vehicle_health = -1;
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
+
+Called once (not at each match start) when a client begins a connection to the server
+=============
+*/
+void ClientPreConnect (void)
+{
+ if(autocvar_sv_eventlog)
+ {
+ GameLogEcho(sprintf(":connect:%d:%d:%s",
+ self.playerid,
+ num_for_edict(self),
+ ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
+ ));
+ }
+}
+#endif
+
/*
=============
ClientConnect
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);
}
/*
void ClientDisconnect (void)
{
if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELEASE);
if (!IS_CLIENT(self))
{
// if player rotted to death... die!
// check this outside above checks, as player may still be able to rot to death
if(self.health < 1)
+ {
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELEASE);
self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
+ }
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
self.flags |= FL_CLIENT | FL_NOTARGET;
}
+void vehicles_enter (entity pl, entity veh);
void PlayerUseKey()
{
if (!IS_PLAYER(self))
if(self.vehicle)
{
- vehicles_exit(VHEF_NORMAL);
- return;
+ if(!gameover)
+ {
+ vehicles_exit(VHEF_NORMAL);
+ return;
+ }
+ }
+ else if(autocvar_g_vehicles_enter)
+ {
+ if(!self.frozen)
+ if(self.deadflag == DEAD_NO)
+ if(!gameover)
+ {
+ entity head, closest_target = world;
+ head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
+
+ while(head) // find the closest acceptable target to enter
+ {
+ if(head.vehicle_flags & VHF_ISVEHICLE)
+ if(head.deadflag == DEAD_NO)
+ if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
+ if(head.takedamage != DAMAGE_NO)
+ {
+ if(closest_target)
+ {
+ if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
+ { closest_target = head; }
+ }
+ else { closest_target = head; }
+ }
+
+ head = head.chain;
+ }
+
+ if(closest_target) { vehicles_enter(self, closest_target); return; }
+ }
}
// a use key was pressed; call handlers
*/
.float usekeypressed;
void() nexball_setstatus;
-.float items_added;
+.float last_vehiclecheck;
+.int items_added;
void PlayerPreThink (void)
{
WarpZone_PlayerPhysics_FixVAngle();
{
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)
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELEASE);
self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
}
else if ( self.revive_progress <= 0 )
MUTATOR_CALLHOOK(PlayerPreThink);
+ if(autocvar_g_vehicles_enter)
+ if(time > self.last_vehiclecheck)
+ if(IS_PLAYER(self))
+ if(!gameover)
+ if(!self.frozen)
+ if(!self.vehicle)
+ if(self.deadflag == DEAD_NO)
+ {
+ entity veh;
+ for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
+ if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
+ if(veh.deadflag == DEAD_NO)
+ if(veh.takedamage != DAMAGE_NO)
+ if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+ else if(!veh.owner)
+ if(!veh.team || SAME_TEAM(self, veh))
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
+ else if(autocvar_g_vehicles_steal)
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+
+ self.last_vehiclecheck = time + 1;
+ }
+
if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
if(self.BUTTON_USE && !self.usekeypressed)
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;
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);