X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=517656822303516ed6c9b2a174e65ad1cc2194ab;hb=db5f83fa5f9c4611f5c15def90d1326584707031;hp=8e84f4863a9e3b2b7373a05f0d680831e4d1d86f;hpb=1c758278958da8f2baf1f39cd0f298d5bda097a2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 8e84f4863..517656822 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -1,5 +1,4 @@ #include "cl_player.qh" -#include "_all.qh" #include "bot/bot.qh" #include "cheats.qh" @@ -13,17 +12,28 @@ #include "command/common.qh" #include "../common/animdecide.qh" #include "../common/csqcmodel_settings.qh" -#include "../common/deathtypes.qh" +#include "../common/deathtypes/all.qh" #include "../common/triggers/subs.qh" #include "../common/playerstats.qh" -#include "../csqcmodellib/sv_model.qh" +#include "../lib/csqcmodel/sv_model.qh" #include "../common/minigames/sv_minigames.qh" +#include "../common/mutators/mutator/waypoints/waypointsprites.qh" +#include "../common/triggers/include.qh" + #include "weapons/weaponstats.qh" #include "../common/animdecide.qh" +void Drop_Special_Items(entity player) +{ + // called when the player has become stuck or frozen + // so objective items aren't stuck with the player + + MUTATOR_CALLHOOK(DropSpecialItems, player); +} + void CopyBody_Think(void) {SELFPARAM(); if(self.CopyBody_nextthink && time > self.CopyBody_nextthink) @@ -158,11 +168,14 @@ void player_anim (void) animdecide_setstate(self, animbits, false); animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); - if (self.weaponentity) + .entity weaponentity = weaponentities[0]; // TODO: unhardcode { - updateanim(self.weaponentity); - if (!self.weaponentity.animstate_override) - setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false); + if (self.(weaponentity)) + { + updateanim(self.(weaponentity)); + if (!self.(weaponentity).animstate_override) + setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false); + } } } @@ -182,11 +195,11 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); } if (take > 50) @@ -323,7 +336,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0)); } - if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id)) + if(DEATH_ISWEAPON(deathtype, WEP_TUBA)) { // tuba causes blood to come out of the ears vector ear1, ear2; @@ -395,11 +408,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? + sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? } if (take > 50) @@ -434,11 +447,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp } if(sound_allowed(MSG_BROADCAST, attacker)) - if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser + if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser if(self.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { - if(deathtype == DEATH_FALL) + if(deathtype == DEATH_FALL.m_id) PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 75) // TODO make a "gentle" version? PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); @@ -469,12 +482,21 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; - float abot, vbot, awep; - abot = (IS_BOT_CLIENT(attacker)); - vbot = (IS_BOT_CLIENT(self)); + if (self != attacker) { + float realdmg = damage - excess; + if (IS_PLAYER(attacker)) { + PlayerScore_Add(attacker, SP_DMG, realdmg); + } + if (IS_PLAYER(self)) { + PlayerScore_Add(self, SP_DMGTAKEN, realdmg); + } + } + + bool abot = (IS_BOT_CLIENT(attacker)); + bool vbot = (IS_BOT_CLIENT(self)); valid_damage_for_weaponstats = 0; - awep = 0; + Weapon awep = WEP_Null; if(vbot || IS_REAL_CLIENT(self)) if(abot || IS_REAL_CLIENT(attacker)) @@ -482,7 +504,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp if(DIFF_TEAM(self, attacker)) { if(DEATH_ISSPECIAL(deathtype)) - awep = attacker.weapon; + awep = get_weaponinfo(attacker.weapon); else awep = DEATH_WEAPONOF(deathtype); valid_damage_for_weaponstats = 1; @@ -492,8 +514,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp { dh = dh - max(self.health, 0); da = da - max(self.armorvalue, 0); - WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da); - MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc); + WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da); + MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype); } if (self.health < 1) @@ -508,12 +530,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp } if(valid_damage_for_weaponstats) - WeaponStats_LogKill(awep, abot, self.weapon, vbot); + WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot); if(autocvar_sv_gentle < 1) // TODO make a "gentle" version? if(sound_allowed(MSG_BROADCAST, attacker)) { - if(deathtype == DEATH_DROWN) + if(deathtype == DEATH_DROWN.m_id) PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); else PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); @@ -528,7 +550,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp defer_ClientKill_Now_TeamChange = true; if(self.classname == "body") - if(deathtype == DEATH_KILL) + if(deathtype == DEATH_KILL.m_id) { // for the lemmings fans, a small harmless explosion Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1); @@ -540,15 +562,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp Obituary (attacker, inflictor, self, deathtype); // increment frag counter for used weapon type - int w = DEATH_WEAPONOF(deathtype); - if(WEP_VALID(w)) + Weapon w = DEATH_WEAPONOF(deathtype); + if(w != WEP_Null) if(accuracy_isgooddamage(attacker, self)) - attacker.accuracy.(accuracy_frags[w-1]) += 1; + attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype); excess = frag_damage; - WEP_ACTION(self.weapon, WR_PLAYERDEATH); + Weapon wep = get_weaponinfo(self.weapon); + wep.wr_playerdeath(wep); RemoveGrapplingHook(self); @@ -630,8 +653,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp // reset fields the weapons may use just in case for (j = WEP_FIRST; j <= WEP_LAST; ++j) { - WEP_ACTION(j, WR_RESETPLAYER); - ATTACK_FINISHED_FOR(self, j) = 0; + Weapon w = get_weaponinfo(j); + w.wr_resetplayer(w); + for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + ATTACK_FINISHED_FOR(self, j, slot) = 0; + } } } } @@ -891,7 +918,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOR_EACH_REALCLIENT(head) + FOR_EACH_REALCLIENT(head) if(head != source) if(head.active_minigame == source.active_minigame) sprint(head, msgstr); @@ -986,16 +1013,15 @@ void PrecacheGlobalSound(string samplestring) void PrecachePlayerSounds(string f) { - float fh; - string s; - fh = fopen(f, FILE_READ); - if(fh < 0) + int fh = fopen(f, FILE_READ); + if (fh < 0) return; - while((s = fgets(fh))) + for (string s; (s = fgets(fh)); ) { - if(tokenize_console(s) != 3) + int n = tokenize_console(s); + if (n != 3) { - LOG_TRACE("Invalid sound info line: ", s, "\n"); + if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); @@ -1226,7 +1252,7 @@ void GlobalSound(string sample, float chan, float voicetype) } break; case VOICETYPE_PLAYERSOUND: - sound(self, chan, sample, VOL_BASE, ATTEN_NORM); + _sound(self, chan, sample, VOL_BASE, ATTEN_NORM); break; default: backtrace("Invalid voice type!"); @@ -1241,10 +1267,9 @@ void PlayerSound(.string samplefield, float chan, float voicetype) void VoiceMessage(string type, string msg) {SELFPARAM(); - var .string sample; float voicetype, ownteam; float flood; - sample = GetVoiceMessageSampleField(type); + var .string sample = GetVoiceMessageSampleField(type); if(GetPlayerSoundSampleField_notFound) { @@ -1273,7 +1298,7 @@ void MoveToTeam(entity client, float team_colour, float type) TeamchangeFrags(client); // move the players frags SetPlayerColors(client, team_colour - 1); // set the players colour - Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player + Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock