#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; });
}
-.string netname_previous;
-
void SetSpectatee(entity this, entity spectatee);
void SetSpectatee_status(entity this, int spectatee_num);
{
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.spectatortime = time;
+ CS(this).spectatortime = time;
if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
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
#ifdef WATERMARK
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
#endif
- this.version_nagtime = time + 10 + random() * 10;
TRANSMUTE(Client, this);
+ CS(this).version_nagtime = time + 10 + random() * 10;
// identify the right forced team
if (autocvar_g_campaign)
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
- this.netname_previous = strzone(this.netname);
+ CS(this).netname_previous = strzone(this.netname);
if(teamplay && IS_PLAYER(this))
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
bot_relinkplayerlist();
- this.spectatortime = time;
+ CS(this).spectatortime = time;
if (blockSpectators)
{
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
}
- this.jointime = time;
- this.allowed_timeouts = autocvar_sv_timeout_number;
+ CS(this).jointime = time;
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);
{
if (!autocvar_g_campaign && !IS_PLAYER(this))
{
- this.motd_actived_time = -1;
+ CS(this).motd_actived_time = -1;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
}
}
PlayerStats_GameReport_FinalizePlayer(this);
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
- if (this.active_minigame) part_minigame(this);
+ if (CS(this).active_minigame) part_minigame(this);
if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if (autocvar_sv_eventlog)
MUTATOR_CALLHOOK(ClientDisconnect, this);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
- if (this.netname_previous) strunzone(this.netname_previous);
if (this.clientstatus) strunzone(this.clientstatus);
if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
if (this.personal) delete(this.personal);
if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
{
- if ( this.owner.active_minigame )
+ if ( CS(this.owner).active_minigame )
this.mdl = "models/sprites/minigame_busy.iqm";
else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
this.mdl = "models/misc/chatbubble.spr";
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;
{
MUTATOR_CALLHOOK(GetPressedKeys, this);
int keys = STAT(PRESSED_KEYS, this);
- keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
- keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
- keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
- keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+ keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
- this.pressedkeys = keys; // store for other users
+ CS(this).pressedkeys = keys; // store for other users
STAT(PRESSED_KEYS, this) = keys;
}
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)
if(!this.caplayer)
if(IS_REAL_CLIENT(this))
{
- if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
+ if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
dropclient(this);
}
void PrintWelcomeMessage(entity this)
{
- if(this.motd_actived_time == 0)
+ if(CS(this).motd_actived_time == 0)
{
if (autocvar_g_campaign) {
if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
- this.motd_actived_time = time;
+ CS(this).motd_actived_time = time;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this)) {
- this.motd_actived_time = time;
+ CS(this).motd_actived_time = time;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
}
}
}
- else if(this.motd_actived_time > 0) // showing MOTD or campaign message
+ else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
{
if (autocvar_g_campaign) {
if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = time;
+ else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = time;
+ else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
}
}
- else //if(this.motd_actived_time < 0) // just connected, motd is active
+ else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
{
if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
- this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+ CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
+ else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
{
// instanctly hide MOTD
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
}
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;
return true;
}
+.int items_added;
+bool PlayerThink(entity this)
+{
+ if (game_stopped || intermission_running) {
+ this.modelflags &= ~MF_ROCKET;
+ if(intermission_running)
+ IntermissionThink(this);
+ return false;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) {
+ // don't allow the player to turn around while game is paused
+ // FIXME turn this into CSQC stuff
+ this.v_angle = this.lastV_angle;
+ this.angles = this.lastV_angle;
+ this.fixangle = true;
+ }
+
+ if (frametime) player_powerups(this);
+
+ if (IS_DEAD(this)) {
+ if (this.personal && g_race_qualifying) {
+ if (time > this.respawn_time) {
+ STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
+ respawn(this);
+ CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
+ }
+ } else {
+ if (frametime) player_anim(this);
+
+ if (this.respawn_flags & RESPAWN_DENY)
+ {
+ STAT(RESPAWN_TIME, this) = 0;
+ return false;
+ }
+
+ 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)
+ {
+ case DEAD_DYING:
+ {
+ if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
+ this.deadflag = DEAD_RESPAWNING;
+ else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
+ this.deadflag = DEAD_DEAD;
+ break;
+ }
+ case DEAD_DEAD:
+ {
+ if (button_pressed)
+ this.deadflag = DEAD_RESPAWNABLE;
+ else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNABLE:
+ {
+ if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNING:
+ {
+ if (time > this.respawn_time)
+ {
+ this.respawn_time = time + 1; // only retry once a second
+ this.respawn_time_max = this.respawn_time;
+ respawn(this);
+ }
+ break;
+ }
+ }
+
+ ShowRespawnCountdown(this);
+
+ if (this.respawn_flags & RESPAWN_SILENT)
+ STAT(RESPAWN_TIME, this) = 0;
+ else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
+ {
+ if (time < this.respawn_time)
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ else if (this.deadflag != DEAD_RESPAWNING)
+ STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
+ }
+ else
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ }
+
+ // if respawning, invert stat_respawn_time to indicate this, the client translates it
+ if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
+ STAT(RESPAWN_TIME, this) *= -1;
+
+ return false;
+ }
+
+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook.state)
+ {
+ have_hook = true;
+ break;
+ }
+ }
+ bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+ if (have_hook) {
+ do_crouch = false;
+ } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ do_crouch = false;
+ } else if (this.vehicle) {
+ do_crouch = false;
+ } else if (STAT(FROZEN, this)) {
+ do_crouch = false;
+ }
+
+ if (do_crouch) {
+ if (!this.crouch) {
+ this.crouch = true;
+ this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+ setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+ // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
+ }
+ } else if (this.crouch) {
+ tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+ if (!trace_startsolid) {
+ this.crouch = false;
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+ }
+ }
+
+ FixPlayermodel(this);
+
+ // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
+ //if(frametime)
+ {
+ this.items &= ~this.items_added;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_WeaponFrame(this, weaponentity);
+
+ if(slot == 0)
+ {
+ this.clip_load = this.(weaponentity).clip_load;
+ this.clip_size = this.(weaponentity).clip_size;
+ }
+ }
+
+ this.items_added = 0;
+ 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;
+ }
+
+ player_regen(this);
+
+ // WEAPONTODO: Add a weapon request for this
+ // rot vortex charge to the charge limit
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
+
+ if (frametime) player_anim(this);
+
+ // secret status
+ secrets_setstatus(this);
+
+ // monsters status
+ monsters_setstatus(this);
+
+ this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+
+ return true;
+}
+
void ObserverThink(entity this)
{
if ( CS(this).impulse )
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 {
Called every frame for each client before the physics are run
=============
*/
-.float usekeypressed;
.float last_vehiclecheck;
-.int items_added;
void PlayerPreThink (entity this)
{
- WarpZone_PlayerPhysics_FixVAngle(this);
-
- STAT(GAMESTARTTIME, this) = game_starttime;
- STAT(ROUNDSTARTTIME, this) = round_starttime;
- STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
- STAT(LEADLIMIT, this) = autocvar_leadlimit;
+ STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
+ STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
- STAT(WEAPONSINMAP, this) = weaponsInMap;
+ WarpZone_PlayerPhysics_FixVAngle(this);
if (frametime) {
// physics frames: update anticheat stuff
this.netname = strzone(sprintf("Player#%d", this.playerid));
// stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
}
- if (this.netname != this.netname_previous) {
+ if (this.netname != CS(this).netname_previous) {
if (autocvar_sv_eventlog) {
GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
}
- if (this.netname_previous) strunzone(this.netname_previous);
- this.netname_previous = strzone(this.netname);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
+ CS(this).netname_previous = strzone(this.netname);
}
// version nagging
- if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
- this.version_nagtime = 0;
- if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
+ CS(this).version_nagtime = 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) && !this.usekeypressed)
+ if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
PlayerUseKey(this);
- this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+ CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
}
if (IS_REAL_CLIENT(this))
PrintWelcomeMessage(this);
if (IS_PLAYER(this)) {
- CheckRules_Player(this);
-
- if (game_stopped || intermission_running) {
- this.modelflags &= ~MF_ROCKET;
- if(intermission_running)
- IntermissionThink(this);
- return;
- }
-
- if (timeout_status == TIMEOUT_ACTIVE) {
- // don't allow the player to turn around while game is paused
- // FIXME turn this into CSQC stuff
- this.v_angle = this.lastV_angle;
- this.angles = this.lastV_angle;
- this.fixangle = true;
- }
-
- if (frametime) player_powerups(this);
-
- if (IS_DEAD(this)) {
- if (this.personal && g_race_qualifying) {
- if (time > this.respawn_time) {
- STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
- respawn(this);
- CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
- }
- } 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)
- {
- case DEAD_DYING:
- {
- if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
- this.deadflag = DEAD_RESPAWNING;
- else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
- this.deadflag = DEAD_DEAD;
- break;
- }
- case DEAD_DEAD:
- {
- if (button_pressed)
- this.deadflag = DEAD_RESPAWNABLE;
- else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNABLE:
- {
- if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNING:
- {
- if (time > this.respawn_time)
- {
- this.respawn_time = time + 1; // only retry once a second
- this.respawn_time_max = this.respawn_time;
- respawn(this);
- }
- break;
- }
- }
-
- ShowRespawnCountdown(this);
-
- if (this.respawn_flags & RESPAWN_SILENT)
- STAT(RESPAWN_TIME, this) = 0;
- else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
- {
- if (time < this.respawn_time)
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- else if (this.deadflag != DEAD_RESPAWNING)
- STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
- }
- else
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- }
-
- // if respawning, invert stat_respawn_time to indicate this, the client translates it
- if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
- STAT(RESPAWN_TIME, this) *= -1;
-
+ if(!PlayerThink(this))
return;
- }
-
- this.prevorigin = this.origin;
-
- bool have_hook = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).hook.state)
- {
- have_hook = true;
- break;
- }
- }
- bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if (have_hook) {
- do_crouch = false;
- } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- do_crouch = false;
- } else if (this.vehicle) {
- do_crouch = false;
- } else if (STAT(FROZEN, this)) {
- do_crouch = false;
- }
-
- if (do_crouch) {
- if (!this.crouch) {
- this.crouch = true;
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
- setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
- // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
- }
- } else if (this.crouch) {
- tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
- if (!trace_startsolid) {
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- }
- }
-
- FixPlayermodel(this);
-
- // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
- //if(frametime)
- {
- this.items &= ~this.items_added;
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- W_WeaponFrame(this, weaponentity);
-
- if(slot == 0)
- {
- this.clip_load = this.(weaponentity).clip_load;
- this.clip_size = this.(weaponentity).clip_size;
- }
- }
-
- this.items_added = 0;
- 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;
- }
-
- player_regen(this);
-
- // WEAPONTODO: Add a weapon request for this
- // rot vortex charge to the charge limit
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
- this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
- }
-
- if (frametime) player_anim(this);
-
- // secret status
- secrets_setstatus(this);
-
- // monsters status
- monsters_setstatus(this);
-
- this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
}
else if (game_stopped || intermission_running) {
if(intermission_running)
SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
}
- if (this.teamkill_soundtime && time > this.teamkill_soundtime)
+ if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
{
- this.teamkill_soundtime = 0;
+ CS(this).teamkill_soundtime = 0;
- entity e = this.teamkill_soundsource;
+ entity e = CS(this).teamkill_soundsource;
entity oldpusher = e.pusher;
e.pusher = this;
PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
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)