#include "client.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "anticheat.qh"
#include "impulse.qh"
#include "player.qh"
#include "teamplay.qh"
#include "playerdemo.qh"
#include "spawnpoints.qh"
+#include "resources.qh"
#include "g_damage.qh"
#include "g_hook.qh"
#include "command/common.qh"
#include "../lib/warpzone/server.qh"
+#include <common/mutators/mutator/overkill/okvortex.qh>
+
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
ClientConnect(this);
if (IS_SPEC(e)) e = e.enemy;
sf = 0;
- if (e.race_completed) sf |= 1; // forced scoreboard
- if (to.spectatee_status) sf |= 2; // spectator ent number follows
- if (e.zoomstate) sf |= 4; // zoomed
- if (autocvar_sv_showspectators) sf |= 16; // show spectators
+ if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
+ if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
+ if (CS(e).zoomstate) sf |= BIT(2); // zoomed
+ if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
WriteByte(MSG_ENTITY, sf);
- if (sf & 2)
- {
- WriteByte(MSG_ENTITY, to.spectatee_status);
- }
+ if (sf & BIT(1))
+ WriteByte(MSG_ENTITY, CS(to).spectatee_status);
- if(sf & 16)
+ if(sf & BIT(4))
{
float specs = CountSpectators(e, to);
WriteByte(MSG_ENTITY, specs);
void ClientData_Attach(entity this)
{
- Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
- this.clientdata.drawonlytoclient = this;
- this.clientdata.owner = this;
+ Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+ CS(this).clientdata.drawonlytoclient = this;
+ CS(this).clientdata.owner = this;
}
void ClientData_Detach(entity this)
{
- delete(this.clientdata);
- this.clientdata = NULL;
+ delete(CS(this).clientdata);
+ CS(this).clientdata = NULL;
}
void ClientData_Touch(entity e)
{
- e.clientdata.SendFlags = 1;
+ CS(e).clientdata.SendFlags = 1;
// make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
}
void SetSpectatee(entity this, entity spectatee);
{
entity spot = SelectSpawnPoint(this, true);
if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
- this.angles = spot.angles;
- this.angles_z = 0;
+ this.angles = vec2(spot.angles);
this.fixangle = true;
// offset it so that the spectator spawns higher off the ground, looks better this way
setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
- this.prevorigin = this.origin;
if (IS_REAL_CLIENT(this))
{
msg_entity = this;
PlayerScore_Clear(this); // clear scores when needed
}
- if (this.killcount != FRAGS_SPECTATOR)
+ if (CS(this).killcount != FRAGS_SPECTATOR)
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
if(!game_stopped)
if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
- if(this.just_joined == false) {
+ if(!CS(this).just_joined)
LogTeamchange(this.playerid, -1, 4);
- } else
- this.just_joined = false;
+ else
+ CS(this).just_joined = false;
}
accuracy_resend(this);
this.items = 0;
this.weapons = '0 0 0';
- this.dual_weapons = '0 0 0';
this.drawonlytoclient = this;
this.weaponmodel = "";
this.weaponentities[slot] = NULL;
}
this.exteriorweaponentity = NULL;
- this.killcount = FRAGS_SPECTATOR;
+ CS(this).killcount = FRAGS_SPECTATOR;
this.velocity = '0 0 0';
this.avelocity = '0 0 0';
this.punchangle = '0 0 0';
int n = tokenize_console(defaultmodel);
if(n > 0)
{
- defaultmodel = argv(floor(n * player.model_randomizer));
+ defaultmodel = argv(floor(n * CS(player).model_randomizer));
// However, do NOT randomize if the player-selected model is in the list.
for (int i = 0; i < n; ++i)
if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
TRANSMUTE(Player, this);
- this.wasplayer = true;
+ CS(this).wasplayer = true;
this.iscreature = true;
this.teleportable = TELEPORT_NORMAL;
if(!this.damagedbycontents)
}
SetSpectatee_status(this, 0);
- this.dual_weapons = '0 0 0';
+ PS(this).dual_weapons = '0 0 0';
this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
setthink(this, func_null); // players have no think function
this.nextthink = 0;
this.dmg_team = 0;
- this.ballistics_density = autocvar_g_ballistics_density_player;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_player;
this.deadflag = DEAD_NO;
setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
this.oldorigin = this.origin;
- this.prevorigin = this.origin;
this.lastteleporttime = time; // prevent insane speeds due to changing origin
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
- if (this.killcount == FRAGS_SPECTATOR) {
+ if (CS(this).killcount == FRAGS_SPECTATOR) {
PlayerScore_Clear(this);
- this.killcount = 0;
+ CS(this).killcount = 0;
}
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
target_voicescript_clear(this);
// reset fields the weapons may use
- FOREACH(Weapons, true, LAMBDA(
+ FOREACH(Weapons, true, {
it.wr_resetplayer(it, this);
// reload all reloadable weapons
if (it.spawnflags & WEP_FLAG_RELOADABLE) {
this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
}
}
- ));
+ });
{
string s = spot.target;
SetSpectatee(this, NULL);
// reset player keys
- this.itemkeys = 0;
+ if(PS(this))
+ PS(this).itemkeys = 0;
MUTATOR_CALLHOOK(PutClientInServer, this);
else
WriteString(channel, "");
WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+ WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
WriteByte(channel, serverflags);
WriteCoord(channel, autocvar_g_trueaim_minrange);
}
this.count = autocvar_g_balance_armor_blockpercent;
this.SendFlags |= 1;
}
+ if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
+ {
+ this.cnt = autocvar_g_balance_damagepush_speedfactor;
+ this.SendFlags |= 1;
+ }
}
void ClientInit_Spawn()
bool findinlist_abbrev(string tofind, string list)
{
+ if(list == "" || tofind == "")
+ return false; // empty list or search, just return
+
// this function allows abbreviated strings!
FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
{
bool PlayerInList(entity player, string list)
{
- return PlayerInIDList(player, list) || PlayerInIPList(player, list);
+ return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
}
#ifdef DP_EXT_PRECONNECT
PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
// always track bots, don't ask for cl_allow_uidtracking
- if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
+ if (IS_BOT_CLIENT(this))
+ PlayerStats_GameReport_AddPlayer(this);
+ else
+ CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (autocvar_sv_eventlog)
GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
LogTeamchange(this.playerid, this.team, 1);
- this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
+ CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
CS(this).netname_previous = strzone(this.netname);
}
CS(this).jointime = time;
- CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (IS_REAL_CLIENT(this))
{
CSQCMODEL_AUTOINIT(this);
- this.model_randomizer = random();
+ CS(this).model_randomizer = random();
if (IS_REAL_CLIENT(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));
+ Physics_UpdateStats(this);
IL_EACH(g_initforplayer, it.init_for_player, {
it.init_for_player(it, this);
regen_health_stable = M_ARGV(9, float);
regen_health_rotstable = M_ARGV(10, float);
-
if(!mutator_returnvalue)
if(!STAT(FROZEN, this))
{
float mina, maxa, limith, limita;
maxa = autocvar_g_balance_armor_rotstable;
mina = autocvar_g_balance_armor_regenstable;
- limith = autocvar_g_balance_health_limit;
- limita = autocvar_g_balance_armor_limit;
+ limith = GetResourceLimit(this, RESOURCE_HEALTH);
+ limita = GetResourceLimit(this, RESOURCE_ARMOR);
regen_health_rotstable = regen_health_rotstable * max_mod;
regen_health_stable = regen_health_stable * max_mod;
maxf = autocvar_g_balance_fuel_rotstable;
minf = autocvar_g_balance_fuel_regenstable;
- limitf = autocvar_g_balance_fuel_limit;
+ limitf = GetResourceLimit(this, RESOURCE_FUEL);
this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
}
+ // Ugly hack to make sure the health and armor don't go beyond hard limit.
+ // TODO: Remove this hack when all code uses GivePlayerHealth and
+ // GivePlayerArmor.
+ if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
+ {
+ this.health = RESOURCE_AMOUNT_HARD_LIMIT;
+ }
+ if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
+ {
+ this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+ }
+ // End hack.
}
bool zoomstate_set;
void SetZoomState(entity this, float newzoom)
{
- if(newzoom != this.zoomstate)
+ if(newzoom != CS(this).zoomstate)
{
- this.zoomstate = newzoom;
+ CS(this).zoomstate = newzoom;
ClientData_Touch(this);
}
zoomstate_set = true;
this.superweapons_finished = spectatee.superweapons_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
this.weapons = spectatee.weapons;
- this.dual_weapons = spectatee.dual_weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
+ this.okvortex_charge = spectatee.okvortex_charge;
+ this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.arc_heat_percent = spectatee.arc_heat_percent;
this.minelayer_mines = spectatee.minelayer_mines;
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
- SetZoomState(this, spectatee.zoomstate);
+ SetZoomState(this, CS(spectatee).zoomstate);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
void SetSpectatee_status(entity this, int spectatee_num)
{
- int oldspectatee_status = this.spectatee_status;
- this.spectatee_status = spectatee_num;
+ int oldspectatee_status = CS(this).spectatee_status;
+ CS(this).spectatee_status = spectatee_num;
- if (this.spectatee_status != oldspectatee_status)
+ if (CS(this).spectatee_status != oldspectatee_status)
{
ClientData_Touch(this);
if (g_race || g_cts) race_InitSpectator();
.bool team_selected;
bool ShowTeamSelection(entity this)
{
- if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+ if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
return false;
stuffcmd(this, "menu_showteamselect\n");
return true;
// TODO simplify this
int totalClients = 0;
int currentlyPlaying = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it != ignore)
++totalClients;
if(IS_REAL_CLIENT(it))
if(IS_PLAYER(it) || it.caplayer)
++currentlyPlaying;
- ));
+ });
float free_slots = 0;
if (!autocvar_g_maxplayers)
bool joinAllowed(entity this)
{
- if (this.version_mismatch) return false;
+ if (CS(this).version_mismatch) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (ShowTeamSelection(this)) return false;
.int items_added;
bool PlayerThink(entity this)
{
- CheckRules_Player(this);
-
if (game_stopped || intermission_running) {
this.modelflags &= ~MF_ROCKET;
if(intermission_running)
return false;
}
- this.prevorigin = this.origin;
-
bool have_hook = false;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
this.items_added = 0;
- if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
+ if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
this.items_added |= IT_FUEL;
this.items |= this.items_added;
if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
this.flags &= ~FL_JUMPRELEASED;
this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectateNext(this)) {
TRANSMUTE(Spectator, this);
}
} else {
- int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+ int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
set_movetype(this, preferred_movetype);
}
} else {
.float last_vehiclecheck;
void PlayerPreThink (entity this)
{
- WarpZone_PlayerPhysics_FixVAngle(this);
+ STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
+ STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
- STAT(GAMESTARTTIME, this) = game_starttime;
- STAT(ROUNDSTARTTIME, this) = round_starttime;
- STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
- STAT(LEADLIMIT, this) = autocvar_leadlimit;
-
- STAT(WEAPONSINMAP, this) = weaponsInMap;
+ WarpZone_PlayerPhysics_FixVAngle(this);
if (frametime) {
// physics frames: update anticheat stuff
}
// version nagging
- if (CS(this).version_nagtime && this.cvar_g_xonoticversion && time > CS(this).version_nagtime) {
+ if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
CS(this).version_nagtime = 0;
- if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git client
} else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else {
- int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
+ int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
if (r < 0) { // old client
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else if (r > 0) { // old server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
}
}
}
this.max_armorvalue = 0;
}
- if (STAT(FROZEN, this) == 2)
- {
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
- if (this.revive_progress >= 1)
- Unfreeze(this);
- }
- else if (STAT(FROZEN, this) == 3)
+ if(IS_PLAYER(this))
{
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+ if (STAT(FROZEN, this) == 2)
+ {
+ this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+ this.health = max(1, this.revive_progress * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
- if (this.health < 1)
+ if (this.revive_progress >= 1)
+ Unfreeze(this);
+ }
+ else if (STAT(FROZEN, this) == 3)
{
- if (this.vehicle)
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(this.event_damage)
- this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+ if (this.health < 1)
+ {
+ if (this.vehicle)
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(this.event_damage)
+ this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ }
+ else if (this.revive_progress <= 0)
+ Unfreeze(this);
}
- else if (this.revive_progress <= 0)
- Unfreeze(this);
}
MUTATOR_CALLHOOK(PlayerPreThink, this);
this.last_vehiclecheck = time + 1;
}
- if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+ if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
PlayerUseKey(this);
e.pusher = oldpusher;
}
- if (this.taunt_soundtime && time > this.taunt_soundtime) {
- this.taunt_soundtime = 0;
+ if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
+ CS(this).taunt_soundtime = 0;
PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
}
CheatFrame(this);
- //CheckPlayerJump();
if (game_stopped)
{
this.solid = SOLID_NOT;
if (IS_PLAYER(this)) {
DrownPlayer(this);
- CheckRules_Player(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
if (game_stopped)