X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=517656822303516ed6c9b2a174e65ad1cc2194ab;hb=db5f83fa5f9c4611f5c15def90d1326584707031;hp=d554ad2962a78c2a4ea5cb631260e59f94562ee9;hpb=d2553d65faa80095dd9efdd5fe4fe7e438f53cd1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index d554ad296..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 +12,30 @@ #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 CopyBody_Think(void) +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) { self.CopyBody_think(); @@ -33,90 +45,88 @@ void CopyBody_Think(void) self.CopyBody_think = self.think; self.think = CopyBody_Think; } - CSQCMODEL_AUTOUPDATE(); + CSQCMODEL_AUTOUPDATE(self); self.nextthink = time; } void CopyBody(float keepvelocity) -{ - entity oldself; +{SELFPARAM(); if (self.effects & EF_NODRAW) return; - oldself = self; - self = spawn(); - self.enemy = oldself; - self.lip = oldself.lip; - self.colormap = oldself.colormap; - self.iscreature = oldself.iscreature; - self.teleportable = oldself.teleportable; - self.damagedbycontents = oldself.damagedbycontents; - self.angles = oldself.angles; - self.v_angle = oldself.v_angle; - self.avelocity = oldself.avelocity; + setself(spawn()); + self.enemy = this; + self.lip = this.lip; + self.colormap = this.colormap; + self.iscreature = this.iscreature; + self.teleportable = this.teleportable; + self.damagedbycontents = this.damagedbycontents; + self.angles = this.angles; + self.v_angle = this.v_angle; + self.avelocity = this.avelocity; self.classname = "body"; - self.damageforcescale = oldself.damageforcescale; - self.effects = oldself.effects; - self.glowmod = oldself.glowmod; - self.event_damage = oldself.event_damage; - self.anim_state = oldself.anim_state; - self.anim_time = oldself.anim_time; - self.anim_lower_action = oldself.anim_lower_action; - self.anim_lower_time = oldself.anim_lower_time; - self.anim_upper_action = oldself.anim_upper_action; - self.anim_upper_time = oldself.anim_upper_time; - self.anim_implicit_state = oldself.anim_implicit_state; - self.anim_implicit_time = oldself.anim_implicit_time; - self.anim_lower_implicit_action = oldself.anim_lower_implicit_action; - self.anim_lower_implicit_time = oldself.anim_lower_implicit_time; - self.anim_upper_implicit_action = oldself.anim_upper_implicit_action; - self.anim_upper_implicit_time = oldself.anim_upper_implicit_time; - self.dphitcontentsmask = oldself.dphitcontentsmask; - self.death_time = oldself.death_time; - self.pain_finished = oldself.pain_finished; - self.health = oldself.health; - self.armorvalue = oldself.armorvalue; - self.armortype = oldself.armortype; - self.model = oldself.model; - self.modelindex = oldself.modelindex; - self.skin = oldself.skin; - self.species = oldself.species; - self.movetype = oldself.movetype; - self.solid = oldself.solid; - self.ballistics_density = oldself.ballistics_density; - self.takedamage = oldself.takedamage; - self.customizeentityforclient = oldself.customizeentityforclient; - self.uncustomizeentityforclient = oldself.uncustomizeentityforclient; - self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set; + self.damageforcescale = this.damageforcescale; + self.effects = this.effects; + self.glowmod = this.glowmod; + self.event_damage = this.event_damage; + self.anim_state = this.anim_state; + self.anim_time = this.anim_time; + self.anim_lower_action = this.anim_lower_action; + self.anim_lower_time = this.anim_lower_time; + self.anim_upper_action = this.anim_upper_action; + self.anim_upper_time = this.anim_upper_time; + self.anim_implicit_state = this.anim_implicit_state; + self.anim_implicit_time = this.anim_implicit_time; + self.anim_lower_implicit_action = this.anim_lower_implicit_action; + self.anim_lower_implicit_time = this.anim_lower_implicit_time; + self.anim_upper_implicit_action = this.anim_upper_implicit_action; + self.anim_upper_implicit_time = this.anim_upper_implicit_time; + self.dphitcontentsmask = this.dphitcontentsmask; + self.death_time = this.death_time; + self.pain_finished = this.pain_finished; + self.health = this.health; + self.armorvalue = this.armorvalue; + self.armortype = this.armortype; + self.model = this.model; + self.modelindex = this.modelindex; + self.skin = this.skin; + self.species = this.species; + self.movetype = this.movetype; + self.solid = this.solid; + self.ballistics_density = this.ballistics_density; + self.takedamage = this.takedamage; + self.customizeentityforclient = this.customizeentityforclient; + self.uncustomizeentityforclient = this.uncustomizeentityforclient; + self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; if (keepvelocity == 1) - self.velocity = oldself.velocity; + self.velocity = this.velocity; self.oldvelocity = self.velocity; - self.alpha = oldself.alpha; - self.fade_time = oldself.fade_time; - self.fade_rate = oldself.fade_rate; - //self.weapon = oldself.weapon; - setorigin(self, oldself.origin); - setsize(self, oldself.mins, oldself.maxs); - self.prevorigin = oldself.origin; + self.alpha = this.alpha; + self.fade_time = this.fade_time; + self.fade_rate = this.fade_rate; + //self.weapon = this.weapon; + setorigin(self, this.origin); + setsize(self, this.mins, this.maxs); + self.prevorigin = this.origin; self.reset = SUB_Remove; - Drag_MoveDrag(oldself, self); + Drag_MoveDrag(this, self); if(self.colormap <= maxclients && self.colormap > 0) - self.colormap = 1024 + oldself.clientcolors; + self.colormap = 1024 + this.clientcolors; - CSQCMODEL_AUTOINIT(); - self.CopyBody_nextthink = oldself.nextthink; - self.CopyBody_think = oldself.think; + CSQCMODEL_AUTOINIT(self); + self.CopyBody_nextthink = this.nextthink; + self.CopyBody_think = this.think; self.nextthink = time; 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); - self = oldself; + setself(this); } float player_getspecies() -{ +{SELFPARAM(); float s; get_model_parameters(self.model, self.skin); s = get_model_parameters_species; @@ -127,14 +137,14 @@ float player_getspecies() } void player_setupanimsformodel() -{ +{SELFPARAM(); // load animation info animdecide_load_if_needed(self); animdecide_setstate(self, 0, false); } void player_anim (void) -{ +{SELFPARAM(); int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(self.deadflag) { if (!deadbits) { @@ -151,21 +161,26 @@ void player_anim (void) int animbits = deadbits; if(self.frozen) animbits |= ANIMSTATE_FROZEN; + if(self.movetype == MOVETYPE_FOLLOW) + animbits |= ANIMSTATE_FOLLOW; if(self.crouch) animbits |= ANIMSTATE_DUCK; 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); + } } } void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{ +{SELFPARAM(); float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); @@ -180,11 +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) @@ -217,7 +232,7 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de } void calculate_player_respawn_time() -{ +{SELFPARAM(); if(g_ca) return; @@ -304,7 +319,7 @@ void calculate_player_respawn_time() } void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{ +{SELFPARAM(); float take, save, dh, da; int j; vector v; @@ -321,7 +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; @@ -393,11 +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) @@ -432,11 +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); @@ -467,12 +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)) @@ -480,7 +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; @@ -490,8 +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) @@ -506,12 +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); @@ -526,10 +550,10 @@ 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("rocket_explode", self.origin, '0 0 0', 1); + Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1); } } @@ -538,14 +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); @@ -627,8 +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; + } } } } @@ -705,12 +735,28 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f } else if(teamsay) { - msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin); + if(strstrofs(msgin, "/me", 0) >= 0) + { + //msgin = strreplace("/me", "", msgin); + //msgin = substring(msgin, 3, strlen(msgin)); + msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin); + msgstr = strcat("\{1}\{13}^4* ", "^7", msgin); + } + else + msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin); cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin); } else { - msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin); + if(strstrofs(msgin, "/me", 0) >= 0) + { + //msgin = strreplace("/me", "", msgin); + //msgin = substring(msgin, 3, strlen(msgin)); + msgin = strreplace("/me", strcat(colorprefix, namestr), msgin); + msgstr = strcat("\{1}^4* ", "^7", msgin); + } + else + msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin); cmsgstr = ""; } msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint @@ -826,7 +872,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f } if(flood) - print("NOTE: ", playername(source), "^7 is flooding.\n"); + LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n"); // build sourcemsgstr by cutting off a prefix and replacing it by the other one if(privatesay) @@ -868,6 +914,15 @@ 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); @@ -958,16 +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) { - dprint("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))); @@ -984,7 +1038,7 @@ void PrecachePlayerSounds(string f) } void ClearPlayerSounds() -{ +{SELFPARAM(); #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; } ALLPLAYERSOUNDS ALLVOICEMSGS @@ -992,14 +1046,14 @@ void ClearPlayerSounds() } float LoadPlayerSounds(string f, float first) -{ +{SELFPARAM(); float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) { - dprint("Player sound file not found: ", f, "\n"); + LOG_TRACE("Player sound file not found: ", f, "\n"); return 0; } while((s = fgets(fh))) @@ -1020,7 +1074,7 @@ float LoadPlayerSounds(string f, float first) } void UpdatePlayerSounds() -{ +{SELFPARAM(); if(self.modelindex == self.modelindex_for_playersound) if(self.skin == self.skin_for_playersound) return; @@ -1034,7 +1088,7 @@ void UpdatePlayerSounds() } void FakeGlobalSound(string sample, float chan, float voicetype) -{ +{SELFPARAM(); float n; float tauntrand; @@ -1109,7 +1163,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype) } void GlobalSound(string sample, float chan, float voicetype) -{ +{SELFPARAM(); float n; float tauntrand; @@ -1198,7 +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!"); @@ -1207,16 +1261,15 @@ void GlobalSound(string sample, float chan, float voicetype) } void PlayerSound(.string samplefield, float chan, float voicetype) -{ +{SELFPARAM(); GlobalSound(self.(samplefield), chan, voicetype); } void VoiceMessage(string type, string msg) -{ - var .string sample; +{SELFPARAM(); float voicetype, ownteam; float flood; - sample = GetVoiceMessageSampleField(type); + var .string sample = GetVoiceMessageSampleField(type); if(GetPlayerSoundSampleField_notFound) { @@ -1245,7 +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