#include <server/resources.qh>
#include "g_damage.qh"
+#include "clientkill.qh"
#include "player.qh"
#include "race.qh"
#include "../common/mapobjects/teleporters.qh"
#else
-.float maycheat;
+.bool maycheat;
float gamestart_sv_cheats;
{
}
-float CheatsAllowed(entity this, float i, float argc, float fr) // the cheat gets passed as argument for possible future ACL checking
+float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets passed as argument for possible future ACL checking
{
// dead people cannot cheat
if(IS_DEAD(this))
}
#define BEGIN_CHEAT_FUNCTION() \
- float cheating, attempting; \
- cheating = 0; attempting = 0
+ float cheating = 0, attempting = 0
#define DID_CHEAT() \
++cheating
#define ADD_CHEATS(e,n) \
this.personal.origin = this.origin;
this.personal.v_angle = this.v_angle;
this.personal.velocity = this.velocity;
- SetResourceAmount(this.personal, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS));
- SetResourceAmount(this.personal, RESOURCE_BULLETS, GetResourceAmount(this, RESOURCE_BULLETS));
- SetResourceAmount(this.personal, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS));
- SetResourceAmount(this.personal, RESOURCE_PLASMA, GetResourceAmount(this, RESOURCE_PLASMA));
- SetResourceAmount(this.personal, RESOURCE_SHELLS, GetResourceAmount(this, RESOURCE_SHELLS));
- SetResourceAmount(this.personal, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL));
- SetResourceAmount(this.personal, RESOURCE_HEALTH, max(1, GetResourceAmount(this, RESOURCE_HEALTH)));
- SetResourceAmount(this.personal, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+ SetResource(this.personal, RES_ROCKETS, GetResource(this, RES_ROCKETS));
+ SetResource(this.personal, RES_BULLETS, GetResource(this, RES_BULLETS));
+ SetResource(this.personal, RES_CELLS, GetResource(this, RES_CELLS));
+ SetResource(this.personal, RES_PLASMA, GetResource(this, RES_PLASMA));
+ SetResource(this.personal, RES_SHELLS, GetResource(this, RES_SHELLS));
+ SetResource(this.personal, RES_FUEL, GetResource(this, RES_FUEL));
+ SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
+ SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+ STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+ STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
this.personal.pauseregen_finished = this.pauseregen_finished;
- this.personal.strength_finished = this.strength_finished;
- this.personal.invincible_finished = this.invincible_finished;
+ STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
+ STAT(INVINCIBLE_FINISHED, this.personal) = STAT(INVINCIBLE_FINISHED, this);
this.personal.teleport_time = time;
break; // this part itself doesn't cheat, so let's not count this
case CHIMPULSE_CLONE_MOVING.impulse:
MUTATOR_CALLHOOK(AbortSpeedrun, this);
}
- SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(this.personal, RESOURCE_ROCKETS));
- SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(this.personal, RESOURCE_BULLETS));
- SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(this.personal, RESOURCE_CELLS));
- SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(this.personal, RESOURCE_PLASMA));
- SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(this.personal, RESOURCE_SHELLS));
- SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(this.personal, RESOURCE_FUEL));
- SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(this.personal, RESOURCE_HEALTH));
- SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(this.personal, RESOURCE_ARMOR));
+ SetResource(this, RES_ROCKETS, GetResource(this.personal, RES_ROCKETS));
+ SetResource(this, RES_BULLETS, GetResource(this.personal, RES_BULLETS));
+ SetResource(this, RES_CELLS, GetResource(this.personal, RES_CELLS));
+ SetResource(this, RES_PLASMA, GetResource(this.personal, RES_PLASMA));
+ SetResource(this, RES_SHELLS, GetResource(this.personal, RES_SHELLS));
+ SetResource(this, RES_FUEL, GetResource(this.personal, RES_FUEL));
+ SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
+ SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+ STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+ STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
- this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time;
- this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time;
+ STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
+ STAT(INVINCIBLE_FINISHED, this) = time + STAT(INVINCIBLE_FINISHED, this.personal) - this.personal.teleport_time;
if(!autocvar_g_allow_checkpoints)
DID_CHEAT();
entity e = spawn();
e.model = strzone(argv(1));
e.mdl = "rocket_explode";
- SetResourceAmountExplicit(e, RESOURCE_HEALTH, 1000);
+ SetResourceExplicit(e, RES_HEALTH, 1000);
setorigin(e, trace_endpos);
e.effects = EF_NOMODELFLAGS;
if(f == 1)
}
// Find e and pick
if(e && pick)
- if(Drag_IsDraggable(e))
+ if(Drag_IsDraggable(e, this))
{
if(ischeat)
IS_CHEAT(this, 0, 0, CHRAME_DRAG);
}
}
-float Drag_IsDraggable(entity draggee)
+bool drag_undraggable(entity draggee, entity dragger)
+{
+ // stuff probably shouldn't need this, we should figure out why they do!
+ // exceptions of course are observers and weapon entities, where things mess up
+ return false;
+}
+
+float Drag_IsDraggable(entity draggee, entity dragger)
{
// TODO add more checks for bad stuff here
if(draggee == NULL)
return false;
- if(draggee.classname == "func_bobbing")
- return false;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
- return false;
- if(draggee.classname == "plat")
- return false;
- if(draggee.classname == "func_button")
- return false;
+ return false; // probably due to BSP collision
// if(draggee.model == "")
// return false;
- if(IS_SPEC(draggee))
- return false;
- if(IS_OBSERVER(draggee))
- return false;
- if(draggee.classname == "exteriorweaponentity")
- return false;
- if(draggee.classname == "weaponentity")
- return false;
- return true;
+ return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true);
}
float Drag_MayChangeAngles(entity draggee)
dragger.dragentity = NULL;
return false;
}
- if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
+ if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity, dragger))
{
Drag_Finish(dragger);
return false;