X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=2dfef93b507e80bd00ed131e810704f3a3370c5a;hb=eff92d4aee25ebe31fe768af2b86c8bea80d1a51;hp=d899b3db3a8f85587c1c9ab152f043b2db29f93e;hpb=22c9ec191659865b01087057878ca561e4cbbcec;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index d899b3db3..2dfef93b5 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -1,9 +1,12 @@ -.entity pusher; -.float pushltime; -.float istypefrag; +#include "cl_player.qh" +#include "g_triggers.qh" +#include "g_violence.qh" +#include "miscfunctions.qh" + +#include "../common/minigames/sv_minigames.qh" + +#include "weapons/weaponstats.qh" -.float CopyBody_nextthink; -.void(void) CopyBody_think; void CopyBody_Think(void) { if(self.CopyBody_nextthink && time > self.CopyBody_nextthink) @@ -92,7 +95,7 @@ void CopyBody(float keepvelocity) self.think = CopyBody_Think; // "bake" the current animation frame for clones (they don't get clientside animation) animdecide_load_if_needed(self); - animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time); + animdecide_setframes(self, false, frame, frame1time, frame2, frame2time); self = oldself; } @@ -112,12 +115,12 @@ void player_setupanimsformodel() { // load animation info animdecide_load_if_needed(self); - animdecide_setstate(self, 0, FALSE); + animdecide_setstate(self, 0, false); } void player_anim (void) { - float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(self.deadflag) { if (!deadbits) { // Decide on which death animation to use. @@ -130,23 +133,23 @@ void player_anim (void) // Clear a previous death animation. deadbits = 0; } - float animbits = deadbits; + int animbits = deadbits; if(self.frozen) animbits |= ANIMSTATE_FROZEN; if(self.crouch) animbits |= ANIMSTATE_DUCK; - animdecide_setstate(self, animbits, FALSE); + animdecide_setstate(self, animbits, false); animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); if (self.weaponentity) { updateanim(self.weaponentity); if (!self.weaponentity.animstate_override) - setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE); + setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false); } } -void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { float take, save; vector v; @@ -156,8 +159,8 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float damage = max(damage - 5, 1); v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); - take = v_x; - save = v_y; + take = v.x; + save = v.y; if(sound_allowed(MSG_BROADCAST, attacker)) { @@ -194,22 +197,10 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float self.alpha = -1; self.solid = SOLID_NOT; // restore later self.takedamage = DAMAGE_NO; // restore later - self.damagedbycontents = FALSE; + self.damagedbycontents = false; } } -// g__str: -// If 0, default is used. -// If <0, 0 is used. -// Otherwise, g_str (default value) is used. -// For consistency, negative values there are mapped to zero too. -#define GAMETYPE_DEFAULTED_SETTING(str) \ - ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \ - (gametype_setting_tmp < 0) ? 0 : \ - (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \ - gametype_setting_tmp) - - void calculate_player_respawn_time() { if(g_ca) @@ -297,11 +288,10 @@ void calculate_player_respawn_time() self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; } -void ClientKill_Now_TeamChange(); - -void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { - float take, save, dh, da, j; + float take, save, dh, da; + int j; vector v; float valid_damage_for_weaponstats; float excess; @@ -323,7 +313,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht vector d; float f; ear1 = self.origin; - ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8 + ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8 ear2 = ear1; makevectors(self.angles); ear1 += v_right * -10; @@ -352,8 +342,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); - take = v_x; - save = v_y; + take = v.x; + save = v.y; if(attacker == self) { @@ -426,9 +416,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if (!self.animstate_override) { if (random() > 0.5) - animdecide_setaction(self, ANIMACTION_PAIN1, TRUE); + animdecide_setaction(self, ANIMACTION_PAIN1, true); else - animdecide_setaction(self, ANIMACTION_PAIN2, TRUE); + animdecide_setaction(self, ANIMACTION_PAIN2, true); } } @@ -456,9 +446,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if(IS_BOT_CLIENT(self) && self.health >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); - self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake; - self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake; - self.v_angle_x = bound(-90, self.v_angle_x, 90); + self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake; + self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake; + self.v_angle_x = bound(-90, self.v_angle.x, 90); } } else @@ -497,7 +487,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if (self.health < 1) { float defer_ClientKill_Now_TeamChange; - defer_ClientKill_Now_TeamChange = FALSE; + defer_ClientKill_Now_TeamChange = false; if(self.alivetime) { @@ -523,7 +513,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht remove(self.killindicator); self.killindicator = world; if(self.killindicator_teamchange) - defer_ClientKill_Now_TeamChange = TRUE; + defer_ClientKill_Now_TeamChange = true; if(self.classname == "body") if(deathtype == DEATH_KILL) @@ -538,8 +528,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht Obituary (attacker, inflictor, self, deathtype); // increment frag counter for used weapon type - float w; - w = DEATH_WEAPONOF(deathtype); + int w = DEATH_WEAPONOF(deathtype); if(WEP_VALID(w)) if(accuracy_isgooddamage(attacker, self)) attacker.accuracy.(accuracy_frags[w-1]) += 1; @@ -556,7 +545,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht Portal_ClearAllLater(self); - self.fixangle = TRUE; + self.fixangle = true; if(defer_ClientKill_Now_TeamChange) ClientKill_Now_TeamChange(); // can turn player into spectator @@ -600,10 +589,10 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.death_time = time; if (random() < 0.5) - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE); + animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true); else - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE); - if (self.maxs_z > 5) + animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true); + if (self.maxs.z > 5) { self.maxs_z = 5; setsize(self, self.mins, self.maxs); @@ -638,7 +627,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht } } -.float muted; // to be used by prvm_edictset server playernumber muted 1 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol) // message "": do not say, just test flood control // return value: @@ -666,11 +654,11 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f else { colorstr = ""; - teamsay = FALSE; + teamsay = false; } if(intermission_running) - teamsay = FALSE; + teamsay = false; if(msgin != "") msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin); @@ -874,6 +862,15 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f if(cmsgstr != "") centerprint(privatesay, cmsgstr); } + else if ( teamsay && source.active_minigame ) + { + sprint(source, sourcemsgstr); + dedicated_print(msgstr); // send to server console too + FOR_EACH_REALCLIENT(head) + if(head != source) + if(head.active_minigame == source.active_minigame) + sprint(head, msgstr); + } else if(teamsay > 0) // team message, only sent to team mates { sprint(source, sourcemsgstr); @@ -920,7 +917,6 @@ float GetVoiceMessageVoiceType(string type) return VOICETYPE_TEAMRADIO; } -string allvoicesamples; .string GetVoiceMessageSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; @@ -1026,8 +1022,6 @@ float LoadPlayerSounds(string f, float first) return 1; } -.float modelindex_for_playersound; -.float skin_for_playersound; void UpdatePlayerSounds() { if(self.modelindex == self.modelindex_for_playersound) @@ -1096,7 +1090,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype) case VOICETYPE_TAUNT: if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) - animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); + animdecide_setaction(self, ANIMACTION_TAUNT, true); if(!sv_taunt) break; if(autocvar_sv_gentle) @@ -1193,7 +1187,7 @@ void GlobalSound(string sample, float chan, float voicetype) case VOICETYPE_TAUNT: if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) - animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); + animdecide_setaction(self, ANIMACTION_TAUNT, true); if(!sv_taunt) break; if(autocvar_sv_gentle)