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 (e.porto_v_angle_held) sf |= 8; // angles held
if (autocvar_sv_showspectators) sf |= 16; // show spectators
WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
{
WriteByte(MSG_ENTITY, to.spectatee_status);
}
- if (sf & 8)
- {
- WriteAngle(MSG_ENTITY, e.v_angle.x);
- WriteAngle(MSG_ENTITY, e.v_angle.y);
- }
if(sf & 16)
{
TRANSMUTE(Observer, this);
this.iscreature = false;
this.teleportable = TELEPORT_SIMPLE;
+ if(this.damagedbycontents)
+ IL_REMOVE(g_damagedbycontents, this);
this.damagedbycontents = false;
this.health = FRAGS_SPECTATOR;
SetSpectatee_status(this, etof(this));
this.weaponmodel = "";
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
+ if(!this.weaponentities[slot])
+ continue; // first load
this.weaponentities[slot].hook_time = 0;
this.weaponentities[slot].weaponname = "";
this.weaponentities[slot] = NULL;
this.oldvelocity = this.velocity;
this.fire_endtime = -1;
this.event_damage = func_null;
-
- STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
- STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
- STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
}
int player_getspecies(entity this)
this.wasplayer = true;
this.iscreature = true;
this.teleportable = TELEPORT_NORMAL;
+ if(!this.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, this);
this.damagedbycontents = true;
set_movetype(this, MOVETYPE_WALK);
this.solid = SOLID_SLIDEBOX;
FixPlayermodel(this);
this.drawonlytoclient = NULL;
+ this.viewloc = NULL;
+
this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, NULL);
- setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
this.spawnorigin = spot.origin;
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
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- CL_SpawnWeaponentity(this, weaponentities[slot]);
+ .entity weaponentity = weaponentities[slot];
+ CL_SpawnWeaponentity(this, weaponentity);
}
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
else
this.(weaponentity).m_switchweapon = WEP_Null;
+ this.(weaponentity).m_weapon = WEP_Null;
this.(weaponentity).weaponname = "";
this.(weaponentity).m_switchingweapon = WEP_Null;
this.(weaponentity).cnt = -1;
void ClientInit_misc(entity this);
-.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?
bool ClientInit_SendEntity(entity this, entity to, int sf)
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
+ // update physics stats (players can spawn before physics runs)
+ Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+
IL_EACH(g_initforplayer, it.init_for_player, {
it.init_for_player(it, this);
});
void GetPressedKeys(entity this)
{
MUTATOR_CALLHOOK(GetPressedKeys, this);
- int keys = this.pressedkeys;
+ 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_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;
+ this.pressedkeys = keys; // store for other users
+
+ STAT(PRESSED_KEYS, this) = keys;
}
/*
this.hit_time = spectatee.hit_time;
this.strength_finished = spectatee.strength_finished;
this.invincible_finished = spectatee.invincible_finished;
- this.pressedkeys = spectatee.pressedkeys;
+ STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
this.weapons = spectatee.weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
this.revive_progress = spectatee.revive_progress;
+ this.viewloc = spectatee.viewloc;
if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
SetZoomState(this, spectatee.zoomstate);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ this.(weaponentity) = spectatee.(weaponentity);
+ }
+
anticheat_spectatecopy(this, spectatee);
this.hud = spectatee.hud;
if(spectatee.vehicle)