X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_client.qc;h=d3d14a5cfb5118b180e52eeaf1e7a148897cf779;hb=6794689f122acf95658dd7378155b9dee5293921;hp=c4b078e14888a82fc1311584f3be5bd064bc7e0f;hpb=0141e404f85cd34e2394beb4c8651566cc291063;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index c4b078e14..d3d14a5cf 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -3,7 +3,6 @@ #include "anticheat.qh" #include "cl_impulse.qh" #include "cl_player.qh" -#include "ent_cs.qh" #include "ipban.qh" #include "miscfunctions.qh" #include "portals.qh" @@ -23,9 +22,13 @@ #include "bot/bot.qh" #include "bot/navigation.qh" -#include "../common/vehicles/all.qh" +#include "../common/ent_cs.qh" +#include "../common/state.qh" + #include "../common/triggers/teleporters.qh" +#include "../common/vehicles/all.qh" + #include "weapons/hitplot.qh" #include "weapons/weaponsystem.qh" @@ -50,8 +53,7 @@ void send_CSQC_teamnagger() { - WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); - WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER); + WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER); } bool ClientData_Send(entity this, entity to, int sf) @@ -79,7 +81,7 @@ bool ClientData_Send(entity this, entity to, int sf) if(e.porto_v_angle_held) sf |= 8; // angles held - WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); + WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); WriteByte(MSG_ENTITY, sf); if(sf & 2) @@ -96,9 +98,10 @@ bool ClientData_Send(entity this, entity to, int sf) void ClientData_Attach() {SELFPARAM(); - Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send); - self.clientdata.drawonlytoclient = self; - self.clientdata.owner = self; + Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send); + make_pure(this.clientdata); + self.clientdata.drawonlytoclient = this; + self.clientdata.owner = this; } void ClientData_Detach() @@ -124,7 +127,7 @@ void ClientData_Touch(entity e) .string netname_previous; -void SetSpectator(entity player, entity spectatee); +void SetSpectatee(entity player, entity spectatee); /* @@ -175,7 +178,6 @@ void setplayermodel(entity e, string modelname) precache_model(modelname); _setmodel(e, modelname); player_setupanimsformodel(); - UpdatePlayerSounds(); } /* @@ -185,9 +187,11 @@ PutObserverInServer putting a client as observer in the server ============= */ -void FixPlayermodel(); -void PutObserverInServer (void) -{SELFPARAM(); +void FixPlayermodel(entity player); +void PutObserverInServer() +{ + SELFPARAM(); + PlayerState_detach(this); entity spot; self.hud = HUD_NORMAL; @@ -229,7 +233,7 @@ void PutObserverInServer (void) if(!mutator_returnvalue) // mutator prevents resetting teams self.team = -1; // move this as it is needed to log the player spectating in eventlog - if(self.killcount != -666) + if(self.killcount != FRAGS_SPECTATOR) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); if(!intermission_running) @@ -248,11 +252,11 @@ void PutObserverInServer (void) self.spectatortime = time; - self.classname = "observer"; + self.classname = STR_OBSERVER; self.iscreature = false; self.teleportable = TELEPORT_SIMPLE; self.damagedbycontents = false; - self.health = -666; + self.health = FRAGS_SPECTATOR; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink @@ -293,20 +297,23 @@ void PutObserverInServer (void) self.items = 0; self.weapons = '0 0 0'; self.model = ""; - FixPlayermodel(); + FixPlayermodel(self); setmodel(self, MDL_Null); self.drawonlytoclient = self; setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS" - self.weapon = 0; + PS(self).m_weapon = WEP_Null; self.weaponname = ""; - self.switchingweapon = 0; + PS(self).m_switchingweapon = WEP_Null; self.weaponmodel = ""; - self.weaponentity = world; + for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + self.weaponentities[slot] = NULL; + } self.exteriorweaponentity = world; - self.killcount = -666; + self.killcount = FRAGS_SPECTATOR; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; @@ -316,22 +323,25 @@ void PutObserverInServer (void) self.event_damage = func_null; } -.float model_randomizer; -void FixPlayermodel() -{SELFPARAM(); - string defaultmodel; - float defaultskin, chmdl, oldskin, n, i; - vector m1, m2; - - defaultmodel = ""; - defaultskin = 0; - chmdl = false; +int player_getspecies(entity this) +{ + get_model_parameters(this.model, this.skin); + int s = get_model_parameters_species; + get_model_parameters(string_null, 0); + if (s < 0) return SPECIES_HUMAN; + return s; +} +.float model_randomizer; +void FixPlayermodel(entity player) +{ + string defaultmodel = ""; + int defaultskin = 0; if(autocvar_sv_defaultcharacter) { if(teamplay) { - string s = Static_Team_ColorName_Lower(self.team); + string s = Static_Team_ColorName_Lower(player.team); if (s != "neutral") { defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s)); @@ -345,66 +355,66 @@ void FixPlayermodel() defaultskin = autocvar_sv_defaultplayerskin; } - n = tokenize_console(defaultmodel); + int n = tokenize_console(defaultmodel); if(n > 0) { - defaultmodel = argv(floor(n * self.model_randomizer)); + defaultmodel = argv(floor(n * player.model_randomizer)); // However, do NOT randomize if the player-selected model is in the list. - for (i = 0; i < n; ++i) - if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin)) + for (int i = 0; i < n; ++i) + if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin)) defaultmodel = argv(i); } - i = strstrofs(defaultmodel, ":", 0); + int i = strstrofs(defaultmodel, ":", 0); if(i >= 0) { defaultskin = stof(substring(defaultmodel, i+1, -1)); defaultmodel = substring(defaultmodel, 0, i); } } - MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin); defaultmodel = ret_string; defaultskin = ret_int; + bool chmdl = false; + int oldskin; if(defaultmodel != "") { - if (defaultmodel != self.model) + if (defaultmodel != player.model) { - m1 = self.mins; - m2 = self.maxs; - setplayermodel (self, defaultmodel); - setsize (self, m1, m2); + vector m1 = player.mins; + vector m2 = player.maxs; + setplayermodel (player, defaultmodel); + setsize (player, m1, m2); chmdl = true; } - oldskin = self.skin; - self.skin = defaultskin; + oldskin = player.skin; + player.skin = defaultskin; } else { - if (self.playermodel != self.model || self.playermodel == "") + if (player.playermodel != player.model || player.playermodel == "") { - self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop - m1 = self.mins; - m2 = self.maxs; - setplayermodel (self, self.playermodel); - setsize (self, m1, m2); + player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop + vector m1 = player.mins; + vector m2 = player.maxs; + setplayermodel (player, player.playermodel); + setsize (player, m1, m2); chmdl = true; } - oldskin = self.skin; - self.skin = stof(self.playerskin); + oldskin = player.skin; + player.skin = stof(player.playerskin); } - if(chmdl || oldskin != self.skin) // model or skin has changed + if(chmdl || oldskin != player.skin) // model or skin has changed { - self.species = player_getspecies(); // update species - UpdatePlayerSounds(); // update skin sounds + player.species = player_getspecies(player); // update species } if(!teamplay) if(strlen(autocvar_sv_defaultplayercolors)) - if(self.clientcolors != stof(autocvar_sv_defaultplayercolors)) - setcolor(self, stof(autocvar_sv_defaultplayercolors)); + if(player.clientcolors != stof(autocvar_sv_defaultplayercolors)) + setcolor(player, stof(autocvar_sv_defaultplayercolors)); } @@ -412,292 +422,258 @@ void FixPlayermodel() void PutClientInServer() { SELFPARAM(); - if(IS_BOT_CLIENT(self)) - self.classname = "player"; - else if(IS_REAL_CLIENT(self)) - { - msg_entity = self; + if (IS_BOT_CLIENT(this)) { + this.classname = STR_PLAYER; + } else if (IS_REAL_CLIENT(this)) { + msg_entity = this; WriteByte(MSG_ONE, SVC_SETVIEW); - WriteEntity(MSG_ONE, self); + WriteEntity(MSG_ONE, this); + } + if (gameover) { + this.classname = STR_OBSERVER; } - SetSpectator(self, world); + SetSpectatee(this, NULL); // reset player keys - self.itemkeys = 0; - - MUTATOR_CALLHOOK(PutClientInServer, self); + this.itemkeys = 0; - if(gameover) - self.classname = "observer"; + MUTATOR_CALLHOOK(PutClientInServer, this); - if(IS_PLAYER(self)) - { - entity spot; - - accuracy_resend(self); + if (IS_OBSERVER(this)) { + PutObserverInServer(); + } else if (IS_PLAYER(this)) { + PlayerState_attach(this); + accuracy_resend(this); - if(self.team < 0) - JoinBestTeam(self, false, true); + if (this.team < 0) + JoinBestTeam(this, false, true); - spot = SelectSpawnPoint (false); - if(!spot) - { - Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS); + entity spot = SelectSpawnPoint(false); + if (!spot) { + Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS); return; // spawn failed } - RemoveGrapplingHook(self); // Wazat's Grappling Hook - - self.classname = "player"; - self.wasplayer = true; - self.iscreature = true; - self.teleportable = TELEPORT_NORMAL; - self.damagedbycontents = true; - self.movetype = MOVETYPE_WALK; - self.solid = SOLID_SLIDEBOX; - self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; - if(autocvar_g_playerclip_collisions) - self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; - if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions) - self.dphitcontentsmask |= DPCONTENTS_BOTCLIP; - self.frags = FRAGS_PLAYER; - if(INDEPENDENT_PLAYERS) - MAKE_INDEPENDENT_PLAYER(self); - self.flags = FL_CLIENT | FL_PICKUPITEMS; - if(autocvar__notarget) - self.flags |= FL_NOTARGET; - self.takedamage = DAMAGE_AIM; - self.effects = 0; - self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; - self.air_finished = time + 12; - self.dmg = 2; - if(WEP_CVAR(vortex, charge)) - { - if(WEP_CVAR_SEC(vortex, chargepool)) - self.vortex_chargepool_ammo = 1; - self.vortex_charge = WEP_CVAR(vortex, charge_start); - } - - if(warmup_stage) - { - self.ammo_shells = warmup_start_ammo_shells; - self.ammo_nails = warmup_start_ammo_nails; - self.ammo_rockets = warmup_start_ammo_rockets; - self.ammo_cells = warmup_start_ammo_cells; - self.ammo_plasma = warmup_start_ammo_plasma; - self.ammo_fuel = warmup_start_ammo_fuel; - self.health = warmup_start_health; - self.armorvalue = warmup_start_armorvalue; - self.weapons = WARMUP_START_WEAPONS; - } - else - { - self.ammo_shells = start_ammo_shells; - self.ammo_nails = start_ammo_nails; - self.ammo_rockets = start_ammo_rockets; - self.ammo_cells = start_ammo_cells; - self.ammo_plasma = start_ammo_plasma; - self.ammo_fuel = start_ammo_fuel; - self.health = start_health; - self.armorvalue = start_armorvalue; - self.weapons = start_weapons; - } - - if(self.weapons & WEPSET_SUPERWEAPONS) - self.superweapons_finished = time + autocvar_g_balance_superweapons_time; - else - self.superweapons_finished = 0; - - if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars - { - if(g_weaponarena_random_with_blaster) - self.weapons &= ~WEPSET(BLASTER); - W_RandomWeapons(self, g_weaponarena_random); - if(g_weaponarena_random_with_blaster) - self.weapons |= WEPSET(BLASTER); + this.classname = STR_PLAYER; + this.wasplayer = true; + this.iscreature = true; + this.teleportable = TELEPORT_NORMAL; + this.damagedbycontents = true; + this.movetype = MOVETYPE_WALK; + this.solid = SOLID_SLIDEBOX; + this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; + if (autocvar_g_playerclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; + if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_BOTCLIP; + this.frags = FRAGS_PLAYER; + if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this); + this.flags = FL_CLIENT | FL_PICKUPITEMS; + if (autocvar__notarget) + this.flags |= FL_NOTARGET; + this.takedamage = DAMAGE_AIM; + this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; + this.dmg = 2; // WTF + + 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; + this.weapons = 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; + this.weapons = start_weapons; } - self.items = start_items; - - self.spawnshieldtime = time + autocvar_g_spawnshieldtime; - self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; - self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; - self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; - self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; - //extend the pause of rotting if client was reset at the beginning of the countdown - if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? - self.spawnshieldtime += game_starttime - time; - self.pauserotarmor_finished += game_starttime - time; - self.pauserothealth_finished += game_starttime - time; - self.pauseregen_finished += game_starttime - time; + this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; + + this.items = start_items; + + this.spawnshieldtime = time + autocvar_g_spawnshieldtime; + this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; + this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; + this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; + this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; + // extend the pause of rotting if client was reset at the beginning of the countdown + if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? + float f = game_starttime - time; + this.spawnshieldtime += f; + this.pauserotarmor_finished += f; + this.pauserothealth_finished += f; + this.pauseregen_finished += f; } - self.damageforcescale = 2; - self.death_time = 0; - self.respawn_flags = 0; - self.respawn_time = 0; - self.stat_respawn_time = 0; - self.scale = autocvar_sv_player_scale; - self.fade_time = 0; - self.pain_frame = 0; - self.pain_finished = 0; - self.strength_finished = 0; - self.invincible_finished = 0; - self.pushltime = 0; - // players have no think function - self.think = func_null; - self.nextthink = 0; - self.hook_time = 0; - self.dmg_team = 0; - self.ballistics_density = autocvar_g_ballistics_density_player; - - self.metertime = 0; - - self.deadflag = DEAD_NO; - - self.angles = spot.angles; - - self.angles_z = 0; // never spawn tilted even if the spot says to - if(IS_BOT_CLIENT(self)) - self.v_angle = self.angles; - self.fixangle = true; // turn this way immediately - self.velocity = '0 0 0'; - self.avelocity = '0 0 0'; - self.punchangle = '0 0 0'; - self.punchvector = '0 0 0'; - self.oldvelocity = self.velocity; - self.fire_endtime = -1; - self.revival_time = 0; - - entity spawnevent = spawn(); - spawnevent.owner = self; + this.damageforcescale = 2; + this.death_time = 0; + this.respawn_flags = 0; + this.respawn_time = 0; + this.stat_respawn_time = 0; + this.scale = autocvar_sv_player_scale; + this.fade_time = 0; + this.pain_frame = 0; + this.pain_finished = 0; + this.pushltime = 0; + this.think = func_null; // players have no think function + this.nextthink = 0; + this.dmg_team = 0; + this.ballistics_density = autocvar_g_ballistics_density_player; + + this.deadflag = DEAD_NO; + + this.angles = spot.angles; + this.angles_z = 0; // never spawn tilted even if the spot says to + if (IS_BOT_CLIENT(this)) + this.v_angle = this.angles; + this.fixangle = true; // turn this way immediately + this.oldvelocity = this.velocity = '0 0 0'; + this.avelocity = '0 0 0'; + this.punchangle = '0 0 0'; + this.punchvector = '0 0 0'; + + this.strength_finished = 0; + this.invincible_finished = 0; + this.fire_endtime = -1; + this.revival_time = 0; + this.air_finished = time + 12; + + entity spawnevent = new(spawnevent); + make_pure(spawnevent); + spawnevent.owner = this; Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send); // Cut off any still running player sounds. - stopsound(self, CH_PLAYER_SINGLE); + stopsound(this, CH_PLAYER_SINGLE); - self.model = ""; - FixPlayermodel(); - self.drawonlytoclient = world; + this.model = ""; + FixPlayermodel(this); + this.drawonlytoclient = NULL; - self.crouch = false; - self.view_ofs = PL_VIEW_OFS; - setsize (self, PL_MIN, PL_MAX); - self.spawnorigin = spot.origin; - setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24)); + this.crouch = false; + this.view_ofs = PL_VIEW_OFS; + setsize(this, PL_MIN, PL_MAX); + 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 - self.oldorigin = self.origin; - self.prevorigin = self.origin; - self.lastrocket = world; // stop rocket guiding, no revenge from the grave! - self.lastteleporttime = time; // prevent insane speeds due to changing origin - self.hud = HUD_NORMAL; - - self.event_damage = PlayerDamage; + this.oldorigin = this.origin; + this.prevorigin = this.origin; + this.lastteleporttime = time; // prevent insane speeds due to changing origin + this.hud = HUD_NORMAL; - self.bot_attack = true; - self.monster_attack = true; + this.event_damage = PlayerDamage; - self.spider_slowness = 0; + this.bot_attack = true; + this.monster_attack = true; - self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0; + this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false; - if(self.killcount == -666) { - PlayerScore_Clear(self); - self.killcount = 0; + if (this.killcount == FRAGS_SPECTATOR) { + PlayerScore_Clear(this); + this.killcount = 0; } - CL_SpawnWeaponentity(self); - self.alpha = default_player_alpha; - self.colormod = '1 1 1' * autocvar_g_player_brightness; - self.exteriorweaponentity.alpha = default_weapon_alpha; - - self.speedrunning = false; + for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + CL_SpawnWeaponentity(this, weaponentities[slot]); + } + this.alpha = default_player_alpha; + this.colormod = '1 1 1' * autocvar_g_player_brightness; + this.exteriorweaponentity.alpha = default_weapon_alpha; - //stuffcmd(self, "chase_active 0"); - //stuffcmd(self, "set viewsize $tmpviewsize \n"); + this.speedrunning = false; - target_voicescript_clear(self); + target_voicescript_clear(this); // reset fields the weapons may use - for (int j = WEP_FIRST; j <= WEP_LAST; ++j) - { - Weapon w = get_weaponinfo(j); - w.wr_resetplayer(w); + FOREACH(Weapons, true, LAMBDA( + it.wr_resetplayer(it); + // reload all reloadable weapons + if (it.spawnflags & WEP_FLAG_RELOADABLE) { + this.weapon_load[it.m_id] = it.reloading_ammo; + } + )); - // all weapons must be fully loaded when we spawn - entity e = get_weaponinfo(j); - if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars - self.(weapon_load[j]) = e.reloading_ammo; + { + string s = spot.target; + spot.target = string_null; + WITH(entity, activator, this, LAMBDA( + WITH(entity, self, spot, SUB_UseTargets()) + )); + spot.target = s; } - string s = spot.target; - spot.target = string_null; - activator = self; - WITH(entity, self, spot, SUB_UseTargets()); - activator = world; - spot.target = s; - - Unfreeze(self); + Unfreeze(this); MUTATOR_CALLHOOK(PlayerSpawn, spot); - if(autocvar_spawn_debug) + if (autocvar_spawn_debug) { - sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); - remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor + sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); + remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor } - self.switchweapon = w_getbestweapon(self); - self.cnt = -1; // W_LastWeapon will not complain - self.weapon = 0; - self.weaponname = ""; - self.switchingweapon = 0; + PS(this).m_switchweapon = w_getbestweapon(this); + this.cnt = -1; // W_LastWeapon will not complain + PS(this).m_weapon = WEP_Null; + this.weaponname = ""; + PS(this).m_switchingweapon = WEP_Null; - if(!warmup_stage) - if(!self.alivetime) - self.alivetime = time; + if (!warmup_stage && !this.alivetime) + this.alivetime = time; - antilag_clear(self); - } - else if(IS_OBSERVER(self)) - { - PutObserverInServer (); + antilag_clear(this); } } +void ClientInit_misc(); + .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) { - WriteByte(MSG_ENTITY, ENT_CLIENT_INIT); - WriteByte(MSG_ENTITY, g_nexball_meter_period * 32); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2])); - WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3])); + WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT); + return = true; + msg_entity = to; + // MSG_INIT replacement + // TODO: make easier to use + Registry_send_all(); + W_PROP_reload(MSG_ONE, to); + ClientInit_misc(); + MUTATOR_CALLHOOK(Ent_Init); +} +void ClientInit_misc() +{ + int channel = MSG_ONE; + WriteHeader(channel, ENT_CLIENT_INIT); + WriteByte(channel, g_nexball_meter_period * 32); + WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0])); + WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1])); + WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2])); + WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3])); + WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0])); + WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1])); + WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2])); + WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3])); if(sv_foginterval && world.fog != "") - WriteString(MSG_ENTITY, world.fog); + WriteString(channel, world.fog); else - WriteString(MSG_ENTITY, ""); - WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent - WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO - WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop - WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor - WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop - WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO - WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO - WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not - WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO - WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO - WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange); - WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO - return true; + WriteString(channel, ""); + WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent + WriteByte(channel, serverflags); // client has to know if it should zoom or not + WriteCoord(channel, autocvar_g_trueaim_minrange); } void ClientInit_CheckUpdate() @@ -708,32 +684,13 @@ void ClientInit_CheckUpdate() self.count = autocvar_g_balance_armor_blockpercent; self.SendFlags |= 1; } - if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO - { - self.bouncefactor = autocvar_g_balance_mortar_bouncefactor; - self.SendFlags |= 1; - } - if(self.bouncestop != autocvar_g_balance_mortar_bouncestop) - { - self.bouncestop = autocvar_g_balance_mortar_bouncestop; - self.SendFlags |= 1; - } - if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor) - { - self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor; - self.SendFlags |= 1; - } - if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop) - { - self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop; - self.SendFlags |= 1; - } } void ClientInit_Spawn() {SELFPARAM(); - entity e = spawn(); - e.classname = "clientinit"; + + entity e = new(clientinit); + make_pure(e); e.think = ClientInit_CheckUpdate; Net_LinkEntity(e, false, 0, ClientInit_SendEntity); @@ -745,7 +702,7 @@ void ClientInit_Spawn() SetNewParms ============= */ -void SetNewParms (void) +void SetNewParms () { // initialize parms for a new player parm1 = -(86400 * 366); @@ -758,7 +715,7 @@ void SetNewParms (void) SetChangeParms ============= */ -void SetChangeParms (void) +void SetChangeParms () {SELFPARAM(); // save parms for level change parm1 = self.parm_idlesince - time; @@ -771,7 +728,7 @@ void SetChangeParms (void) DecodeLevelParms ============= */ -void DecodeLevelParms (void) +void DecodeLevelParms () {SELFPARAM(); // load parms self.parm_idlesince = parm1; @@ -974,7 +931,7 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 } -void ClientKill (void) +void ClientKill () {SELFPARAM(); if(gameover) return; if(self.player_blocked) return; @@ -991,6 +948,8 @@ void FixClientCvars(entity e) stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n"); if(autocvar_sv_gentle) stuffcmd(e, "cl_cmd settemp cl_gentle 1\n"); + + MUTATOR_CALLHOOK(FixClientCvars, e); } float PlayerInIDList(entity p, string idlist) @@ -1022,13 +981,13 @@ ClientPreConnect Called once (not at each match start) when a client begins a connection to the server ============= */ -void ClientPreConnect (void) +void ClientPreConnect () {SELFPARAM(); if(autocvar_sv_eventlog) { GameLogEcho(sprintf(":connect:%d:%d:%s", self.playerid, - num_for_edict(self), + etof(self), ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot") )); } @@ -1042,9 +1001,11 @@ ClientConnect Called when a client connects to the server ============= */ -void DecodeLevelParms (void); -void ClientConnect (void) -{SELFPARAM(); +void DecodeLevelParms (); +void ClientConnect () +{ + SELFPARAM(); + ClientState_attach(this); float t; if(IS_CLIENT(self)) @@ -1073,7 +1034,8 @@ void ClientConnect (void) player_count = 0; } - if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); } + // TODO: xonstat elo.txt support, until then just 404s + if(false && IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); } PlayerScore_Attach(self); ClientData_Attach(); @@ -1131,23 +1093,23 @@ void ClientConnect (void) JoinBestTeam(self, false, false); // if the team number is valid, keep it if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) { - self.classname = "observer"; + self.classname = STR_OBSERVER; } else { if(teamplay) { if(autocvar_g_balance_teams) { - self.classname = "player"; + self.classname = STR_PLAYER; campaign_bots_may_start = 1; } else { - self.classname = "observer"; // do it anyway + self.classname = STR_OBSERVER; // do it anyway } } else { - self.classname = "player"; + self.classname = STR_PLAYER; campaign_bots_may_start = 1; } } @@ -1160,7 +1122,7 @@ void ClientConnect (void) PlayerStats_GameReport_AddPlayer(self); if(autocvar_sv_eventlog) - GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname)); + GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(etof(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname)); LogTeamchange(self.playerid, self.team, 1); @@ -1204,7 +1166,7 @@ void ClientConnect (void) else stuffcmd(self, "set _teams_available 0\n"); - attach_entcs(self); + entcs_attach(self); bot_relinkplayerlist(); @@ -1225,7 +1187,7 @@ void ClientConnect (void) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage()); } - if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA))) + if(g_weaponarena_weapons == WEPSET(TUBA)) stuffcmd(self, "cl_cmd settemp chase_active 1\n"); } @@ -1244,7 +1206,7 @@ void ClientConnect (void) self.model_randomizer = random(); if(IS_REAL_CLIENT(self)) - sv_notice_join(); + sv_notice_join(self); for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) { WITH(entity, self, e, e.init_for_player(this)); @@ -1261,8 +1223,10 @@ Called when a client disconnects from the server */ .entity chatbubbleentity; void ReadyCount(); -void ClientDisconnect (void) -{SELFPARAM(); +void ClientDisconnect () +{ + SELFPARAM(); + ClientState_detach(this); if(self.vehicle) vehicles_exit(VHEF_RELEASE); @@ -1290,7 +1254,7 @@ void ClientDisconnect (void) bot_clientdisconnect(); - detach_entcs(self); + entcs_detach(self); if(autocvar_sv_eventlog) GameLogEcho(strcat(":part:", ftos(self.playerid))); @@ -1331,8 +1295,6 @@ void ClientDisconnect (void) if(self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse); - ClearPlayerSounds(); - if(self.personal) remove(self.personal); @@ -1377,7 +1339,7 @@ void UpdateChatBubble() // spawn a chatbubble entity if needed if (!self.chatbubbleentity) { - self.chatbubbleentity = spawn(); + self.chatbubbleentity = new(chatbubbleentity); self.chatbubbleentity.owner = self; self.chatbubbleentity.exteriormodeltoclient = self; self.chatbubbleentity.think = ChatBubbleThink; @@ -1409,7 +1371,7 @@ void UpdateChatBubble() else self.colormod = '1 1 1'; }*/ -void respawn(void) +void respawn() {SELFPARAM(); if(self.alpha >= 0 && autocvar_g_respawn_ghosts) { @@ -1438,7 +1400,7 @@ void play_countdown(float finished, string samp) _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM); } -void player_powerups (void) +void player_powerups () {SELFPARAM(); // add a way to see what the items were BEFORE all of these checks for the mutator hook int items_prev = self.items; @@ -1601,7 +1563,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re return current; } -void player_regen (void) +void player_regen () {SELFPARAM(); float max_mod, regen_mod, rot_mod, limit_mod; max_mod = regen_mod = rot_mod = limit_mod = 1; @@ -1645,7 +1607,8 @@ void player_regen (void) { if(self.vehicle) vehicles_exit(VHEF_RELEASE); - self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0'); + if(self.event_damage) + self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0'); } if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) @@ -1672,19 +1635,20 @@ void SetZoomState(float z) } void GetPressedKeys() -{SELFPARAM(); +{ + SELFPARAM(); MUTATOR_CALLHOOK(GetPressedKeys); - #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit) - X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0); - X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0); - X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0); - X(self.pressedkeys, KEY_LEFT, self.movement_y < 0); - - X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self)); - X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self)); - X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self)); - X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self)); - #undef X + int keys = this.pressedkeys; + 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_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; } /* @@ -1693,8 +1657,8 @@ spectate mode routines ====================== */ -void SpectateCopy(entity spectatee) -{SELFPARAM(); +void SpectateCopy(entity this, entity spectatee) +{ MUTATOR_CALLHOOK(SpectateCopy, spectatee, self); self.armortype = spectatee.armortype; self.armorvalue = spectatee.armorvalue; @@ -1712,14 +1676,13 @@ void SpectateCopy(entity spectatee) self.items = spectatee.items; self.last_pickup = spectatee.last_pickup; self.hit_time = spectatee.hit_time; - self.metertime = spectatee.metertime; self.strength_finished = spectatee.strength_finished; self.invincible_finished = spectatee.invincible_finished; self.pressedkeys = spectatee.pressedkeys; self.weapons = spectatee.weapons; - self.switchweapon = spectatee.switchweapon; - self.switchingweapon = spectatee.switchingweapon; - self.weapon = spectatee.weapon; + PS(self).m_switchweapon = PS(spectatee).m_switchweapon; + PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon; + PS(self).m_weapon = PS(spectatee).m_weapon; self.vortex_charge = spectatee.vortex_charge; self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo; self.hagar_load = spectatee.hagar_load; @@ -1776,11 +1739,11 @@ bool SpectateUpdate() if(!IS_PLAYER(self.enemy) || self == self.enemy) { - SetSpectator(self, world); + SetSpectatee(self, NULL); return false; } - SpectateCopy(self.enemy); + SpectateCopy(this, this.enemy); return true; } @@ -1802,7 +1765,7 @@ bool SpectateSet() return true; } -void SetSpectator(entity player, entity spectatee) +void SetSpectatee(entity player, entity spectatee) { entity old_spectatee = player.enemy; @@ -1820,7 +1783,7 @@ bool Spectate(entity pl) return false; pl = spec_player; - SetSpectator(self, pl); + SetSpectatee(self, pl); return SpectateSet(); } @@ -1828,13 +1791,12 @@ bool SpectateNext() {SELFPARAM(); other = find(self.enemy, classname, "player"); - bool mutator_returnvalue = MUTATOR_CALLHOOK(SpectateNext, self, other); - other = spec_player; - - if(!mutator_returnvalue && !other) + if (MUTATOR_CALLHOOK(SpectateNext, self, other)) + other = spec_player; + else if (!other) other = find(other, classname, "player"); - if(other) { SetSpectator(self, other); } + if(other) { SetSpectatee(self, other); } return SpectateSet(); } @@ -1852,13 +1814,14 @@ bool SpectatePrev() while(other && other != self.enemy) other = other.chain; - int mutator_returnvalue = MUTATOR_CALLHOOK(SpectatePrev, self, other, first); - other = spec_player; - - switch(mutator_returnvalue) + switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first)) { - case MUT_SPECPREV_FOUND: break; - case MUT_SPECPREV_RETURN: return true; + case MUT_SPECPREV_FOUND: + other = spec_player; + break; + case MUT_SPECPREV_RETURN: + other = spec_player; + return true; case MUT_SPECPREV_CONTINUE: default: { @@ -1870,7 +1833,7 @@ bool SpectatePrev() } } - SetSpectator(self, other); + SetSpectatee(self, other); return SpectateSet(); } @@ -1908,8 +1871,7 @@ void LeaveSpectatorMode() { if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) { - self.classname = "player"; - nades_RemoveBonus(self); + self.classname = STR_PLAYER; if(autocvar_g_campaign || autocvar_g_balance_teams) { JoinBestTeam(self, false, true); } @@ -2030,7 +1992,7 @@ void PrintWelcomeMessage() { if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD self.motd_actived_time = -2; // wait until BUTTON_INFO gets released - else if(self.motd_actived_time == -2 || IS_PLAYER(self)) + else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self)) { // instanctly hide MOTD self.motd_actived_time = 0; @@ -2043,7 +2005,7 @@ void ObserverThink() {SELFPARAM(); if ( self.impulse ) { - MinigameImpulse(self.impulse); + MinigameImpulse(self, self.impulse); self.impulse = 0; } float prefered_movetype; @@ -2054,7 +2016,7 @@ void ObserverThink() } else if(self.BUTTON_ATCK && !self.version_mismatch) { self.flags &= ~FL_JUMPRELEASED; if(SpectateNext()) { - self.classname = "spectator"; + self.classname = STR_SPECTATOR; } } else { prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); @@ -2078,7 +2040,7 @@ void SpectatorThink() {SELFPARAM(); if ( self.impulse ) { - if(MinigameImpulse(self.impulse)) + if(MinigameImpulse(self, self.impulse)) self.impulse = 0; } if (self.flags & FL_JUMPRELEASED) { @@ -2088,24 +2050,24 @@ void SpectatorThink() } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) { self.flags &= ~FL_JUMPRELEASED; if(SpectateNext()) { - self.classname = "spectator"; + self.classname = STR_SPECTATOR; } else { - self.classname = "observer"; + self.classname = STR_OBSERVER; PutClientInServer(); } self.impulse = 0; } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) { self.flags &= ~FL_JUMPRELEASED; if(SpectatePrev()) { - self.classname = "spectator"; + self.classname = STR_SPECTATOR; } else { - self.classname = "observer"; + self.classname = STR_OBSERVER; PutClientInServer(); } self.impulse = 0; } else if (self.BUTTON_ATCK2) { self.flags &= ~FL_JUMPRELEASED; - self.classname = "observer"; + self.classname = STR_OBSERVER; PutClientInServer(); } else { if(!SpectateUpdate()) @@ -2177,32 +2139,6 @@ void PlayerUseKey() MUTATOR_CALLHOOK(PlayerUseKey); } -float isInvisibleString(string s) -{ - float i, n, c; - s = strdecolorize(s); - for((i = 0), (n = strlen(s)); i < n; ++i) - { - c = str2chr(s, i); - switch(c) - { - case 0: - case 32: // space - break; - case 192: // charmap space - if (!autocvar_utf8_enable) - break; - return false; - case 160: // space in unicode fonts - case 0xE000 + 192: // utf8 charmap space - if (autocvar_utf8_enable) - break; - default: - return false; - } - } - return true; -} /* ============= @@ -2215,7 +2151,7 @@ Called every frame for each client before the physics are run void() nexball_setstatus; .float last_vehiclecheck; .int items_added; -void PlayerPreThink (void) +void PlayerPreThink () {SELFPARAM(); WarpZone_PlayerPhysics_FixVAngle(); @@ -2379,22 +2315,6 @@ void PlayerPreThink (void) if(frametime) { - if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge)) - { - self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit)); - self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit)); - self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit)); - - if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit)) - { - self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit)); - self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit)); - self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit)); - } - } - else - self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2; - player_powerups(); } @@ -2475,7 +2395,8 @@ void PlayerPreThink (void) // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY // It cannot be predicted by the engine! - if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink) do_crouch = 0; if (do_crouch) @@ -2483,8 +2404,8 @@ void PlayerPreThink (void) if (!self.crouch) { self.crouch = true; - self.view_ofs = self.stat_pl_crouch_view_ofs; - setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max); + self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self); + setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self)); // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway } } @@ -2492,17 +2413,17 @@ void PlayerPreThink (void) { if (self.crouch) { - tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self); + tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self); if (!trace_startsolid) { self.crouch = false; - self.view_ofs = self.stat_pl_view_ofs; - setsize (self, self.stat_pl_min, self.stat_pl_max); + self.view_ofs = STAT(PL_VIEW_OFS, self); + setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self)); } } } - FixPlayermodel(); + FixPlayermodel(self); // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) @@ -2550,19 +2471,26 @@ void PlayerPreThink (void) // WEAPONTODO: Add weapon request for this if(!zoomstate_set) - SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO + SetZoomState( + self.BUTTON_ZOOM + || self.BUTTON_ZOOMSCRIPT + || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_VORTEX) + || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0) + ); // WEAPONTODO float oldspectatee_status; oldspectatee_status = self.spectatee_status; if(IS_SPEC(self)) - self.spectatee_status = num_for_edict(self.enemy); + self.spectatee_status = etof(self.enemy); else if(IS_OBSERVER(self)) - self.spectatee_status = num_for_edict(self); + self.spectatee_status = etof(self); else self.spectatee_status = 0; if(self.spectatee_status != oldspectatee_status) { ClientData_Touch(self); + if(g_race || g_cts) + race_InitSpectator(); } if(self.teamkill_soundtime) @@ -2570,31 +2498,50 @@ void PlayerPreThink (void) { self.teamkill_soundtime = 0; - setself(self.teamkill_soundsource); - entity oldpusher = self.pusher; - self.pusher = this; - - PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY); - - self.pusher = oldpusher; - setself(this); + entity e = self.teamkill_soundsource; + entity oldpusher = e.pusher; + e.pusher = this; + PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY); + e.pusher = oldpusher; } if(self.taunt_soundtime) if(time > self.taunt_soundtime) { self.taunt_soundtime = 0; - PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT); + PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT); } target_voicescript_next(self); // WEAPONTODO: Move into weaponsystem somehow // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring - if(!self.weapon) + if (PS(self).m_weapon == WEP_Null) self.clip_load = self.clip_size = 0; } +void DrownPlayer(entity this) +{ + if(this.deadflag != DEAD_NO) + return; + + if (this.waterlevel != WATERLEVEL_SUBMERGED) + { + if(this.air_finished < time) + PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND); + this.air_finished = time + autocvar_g_balance_contents_drowndelay; + this.dmg = 2; + } + else if (this.air_finished < time) + { // drown! + if (this.pain_finished < time) + { + Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0'); + this.pain_finished = time + 0.5; + } + } +} + /* ============= PlayerPostThink @@ -2603,7 +2550,7 @@ Called every frame for each client after the physics are run ============= */ .float idlekick_lasttimeleft; -void PlayerPostThink (void) +void PlayerPostThink () {SELFPARAM(); if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). if(IS_REAL_CLIENT(self)) @@ -2646,10 +2593,11 @@ void PlayerPostThink (void) //CheckPlayerJump(); if(IS_PLAYER(self)) { + DrownPlayer(self); CheckRules_Player(); UpdateChatBubble(); if (self.impulse) - ImpulseCommands(); + ImpulseCommands(self); if (intermission_running) return; // intermission or finale GetPressedKeys();