#include "handicap.qh"
#include "g_hook.qh"
#include "command/common.qh"
+#include "command/vote.qh"
#include "cheats.qh"
#include "g_world.qh"
#include "race.qh"
#include "../common/net_linked.qh"
#include "../common/physics/player.qh"
+#include <common/vehicles/sv_vehicles.qh>
+
#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/all.qh"
#include "../common/mutators/mutator/instagib/sv_instagib.qh"
+#include <common/gamemodes/_mod.qh>
#include "../common/mapobjects/subs.qh"
#include "../common/mapobjects/triggers.qh"
PutClientInServer(this);
}
-void PutObserverInServer(entity this);
-
STATIC_METHOD(Client, Remove, void(Client this))
{
TRANSMUTE(Observer, this);
});
}
-void SetSpectatee(entity this, entity spectatee);
-void SetSpectatee_status(entity this, int spectatee_num);
-
/*
=============
UpdatePlayerSounds(e);
}
-void FixPlayermodel(entity player);
/** putting a client as observer in the server */
void PutObserverInServer(entity this)
{
if (IS_PLAYER(this))
{
- if(this.health >= 1)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
{
// despawn effect
Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if(this.damagedbycontents)
IL_REMOVE(g_damagedbycontents, this);
this.damagedbycontents = false;
- this.health = FRAGS_SPECTATOR;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
SetSpectatee_status(this, etof(this));
this.takedamage = DAMAGE_NO;
this.solid = SOLID_NOT;
set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
this.flags = FL_CLIENT | FL_NOTARGET;
- this.armorvalue = 666;
this.effects = 0;
- this.armorvalue = autocvar_g_balance_armor_start;
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
this.pauserotarmor_finished = 0;
this.pauserothealth_finished = 0;
this.pauseregen_finished = 0;
this.oldvelocity = this.velocity;
this.fire_endtime = -1;
this.event_damage = func_null;
+ this.event_heal = func_null;
for(int slot = 0; slot < MAX_AXH; ++slot)
{
this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
if (warmup_stage) {
- this.ammo_shells = warmup_start_ammo_shells;
- this.ammo_nails = warmup_start_ammo_nails;
- this.ammo_rockets = warmup_start_ammo_rockets;
- this.ammo_cells = warmup_start_ammo_cells;
- this.ammo_plasma = warmup_start_ammo_plasma;
- this.ammo_fuel = warmup_start_ammo_fuel;
- this.health = warmup_start_health;
- this.armorvalue = warmup_start_armorvalue;
+ SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
+ SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
+ SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
+ SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
+ SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
+ SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
+ SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
+ SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
} else {
- this.ammo_shells = start_ammo_shells;
- this.ammo_nails = start_ammo_nails;
- this.ammo_rockets = start_ammo_rockets;
- this.ammo_cells = start_ammo_cells;
- this.ammo_plasma = start_ammo_plasma;
- this.ammo_fuel = start_ammo_fuel;
- this.health = start_health;
- this.armorvalue = start_armorvalue;
+ SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
+ SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
+ SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
+ SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
+ SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
+ SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
+ SetResourceAmount(this, RESOURCE_HEALTH, start_health);
+ SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
STAT(WEAPONS, this) = start_weapons;
if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
{
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
+ this.event_heal = PlayerHeal;
if(!this.bot_attack)
IL_PUSH(g_bot_targets, this);
this.(weaponentity).weaponname = "";
this.(weaponentity).m_switchingweapon = WEP_Null;
this.(weaponentity).cnt = -1;
+
+ W_WeaponFrame(this, weaponentity);
}
MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
}
}
-void ClientInit_misc(entity this);
-
// 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)
ClientKill_Now(this.owner);
return;
}
- else if(this.health == 1) // health == 1 means that it's silent
+ else if(this.count == 1) // count == 1 means that it's silent
{
this.nextthink = time + 1;
this.cnt -= 1;
void ClientKill (entity this)
{
+ // TODO: once .health is removed, will need to check it here for the "already dead" message!
+
if(game_stopped) return;
if(this.player_blocked) return;
if(STAT(FROZEN, this)) return;
JoinBestTeam(this, false); // if the team number is valid, keep it
this.playerid = playerid_save;
- if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
- TRANSMUTE(Observer, this);
- } else {
- if (!teamplay || autocvar_g_balance_teams) {
- TRANSMUTE(Player, this);
- campaign_bots_may_start = true;
- } else {
- TRANSMUTE(Observer, this); // do it anyway
- }
- }
+ TRANSMUTE(Observer, this);
PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
=============
*/
.entity chatbubbleentity;
-void ReadyCount();
void ClientDisconnect(entity this)
{
assert(IS_CLIENT(this), return);
PutClientInServer(this);
}
+void PrintToChat(entity client, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ sprint(client, text);
+}
+
+void DebugPrintToChat(entity client, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChat(client, text);
+ }
+}
+
+void PrintToChatAll(string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatAll(text);
+ }
+}
+
+void PrintToChatTeam(int team_num, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (it.team == team_num)
+ {
+ sprint(it, text);
+ }
+ });
+}
+
+void DebugPrintToChatTeam(int team_num, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatTeam(team_num, text);
+ }
+}
+
void play_countdown(entity this, float finished, Sound samp)
{
TC(Sound, samp);
limith = limith * limit_mod;
limita = limita * limit_mod;
- this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
- this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+ SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
+ regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
+ rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
+ SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
+ regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
+ rot_mod * frametime * (time > this.pauserothealth_finished), limith));
}
// if player rotted to death... die!
// check this outside above checks, as player may still be able to rot to death
- if(this.health < 1)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
if(this.vehicle)
vehicles_exit(this.vehicle, VHEF_RELEASE);
minf = autocvar_g_balance_fuel_regenstable;
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;
+ SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_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));
}
- // End hack.
}
bool zoomstate_set;
MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
PS(this) = PS(spectatee);
this.armortype = spectatee.armortype;
- this.armorvalue = spectatee.armorvalue;
- this.ammo_cells = spectatee.ammo_cells;
- this.ammo_plasma = spectatee.ammo_plasma;
- this.ammo_shells = spectatee.ammo_shells;
- this.ammo_nails = spectatee.ammo_nails;
- this.ammo_rockets = spectatee.ammo_rockets;
- this.ammo_fuel = spectatee.ammo_fuel;
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
+ SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
+ SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
+ SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
+ SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
+ SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
+ SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
- this.health = spectatee.health;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
CS(this).impulse = 0;
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
}
}
+const int MIN_SPEC_TIME = 1;
bool joinAllowed(entity this)
{
if (CS(this).version_mismatch) return false;
+ if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
}
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) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
this.items_added |= IT_FUEL;
this.items |= this.items_added;
this.flags |= FL_CLIENT | FL_NOTARGET;
}
-void vehicles_enter (entity pl, entity veh);
void PlayerUseKey(entity this)
{
if (!IS_PLAYER(this))
if (STAT(FROZEN, this) == 2)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
- this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
if (STAT(REVIVE_PROGRESS, this) >= 1)
else if (STAT(FROZEN, this) == 3)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
- if (this.health < 1)
+ if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
if (this.vehicle)
vehicles_exit(this.vehicle, VHEF_RELEASE);
PrintWelcomeMessage(this);
if (IS_PLAYER(this)) {
+ if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
+ error("Client can't be spawned as player on connection!");
if(!PlayerThink(this))
return;
}
IntermissionThink(this);
return;
}
+ else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
+ {
+ CS(this).autojoin_checked = true;
+ // don't do this in ClientConnect
+ // many things can go wrong if a client is spawned as player on connection
+ if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
+ || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
+ && (!teamplay || autocvar_g_balance_teams)))
+ {
+ campaign_bots_may_start = true;
+ Join(this);
+ return;
+ }
+ }
else if (IS_OBSERVER(this)) {
ObserverThink(this);
}
}
if (this.waypointsprite_attachedforcarrier) {
- vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
+ vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
}