]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Allow spawning with both weapons in debug mode 1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 5506a9d0fa353d290f71c6776ea5aa2a9e503adf..168ca84968c5e6fc75422b18fc777880874b3c12 100644 (file)
@@ -383,11 +383,12 @@ void FixPlayermodel(entity player)
        {
                if(teamplay)
                {
-                       string s = Static_Team_ColorName_Lower(player.team);
-                       if (s != "neutral")
+                       switch(player.team)
                        {
-                               defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
-                               defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+                               case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
+                               case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
+                               case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
+                               case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
                        }
                }
 
@@ -418,9 +419,13 @@ void FixPlayermodel(entity player)
        {
                if(teamplay)
                {
-                       string s = Static_Team_ColorName_Lower(player.team);
-                       if (s != "neutral")
-                               defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+                       switch(player.team)
+                       {
+                               case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
+                               case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
+                               case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
+                               case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
+                       }
                }
 
                if(!defaultskin)
@@ -651,6 +656,7 @@ void PutClientInServer(entity this)
                        IL_PUSH(g_bot_targets, this);
                this.bot_attack = true;
                this.monster_attack = true;
+               navigation_dynamicgoal_init(this, false);
 
                PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
 
@@ -708,7 +714,7 @@ void PutClientInServer(entity this)
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity weaponentity = weaponentities[slot];
-                       if(slot == 0)
+                       if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
                                this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
                        else
                                this.(weaponentity).m_switchweapon = WEP_Null;
@@ -1225,6 +1231,8 @@ void ClientConnect(entity this)
                sv_notice_join(this);
 
        // update physics stats (players can spawn before physics runs)
+       STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
+       MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
        Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
 
        IL_EACH(g_initforplayer, it.init_for_player, {
@@ -2373,6 +2381,13 @@ void PlayerPreThink (entity this)
                                }
                        } else {
                                if (frametime) player_anim(this);
+
+                               if (this.respawn_flags & RESPAWN_DENY)
+                               {
+                                       STAT(RESPAWN_TIME, this) = 0;
+                                       return;
+                               }
+
                                bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
 
                                switch(this.deadflag)