self.team = activator.team;
some_spawn_has_been_used = 1;
}
-};
+}
// Returns:
// _x: prio (-1 if unusable)
// filter out spots for assault
if(spot.target != "") {
- local entity ent;
+ entity ent;
float good, found;
- ent = find(world, targetname, spot.target);
- while(ent) {
+ for(ent = world; (ent = find(ent, targetname, spot.target)); )
+ {
if(ent.classname == "target_objective")
{
found = 1;
if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
- return '-1 0 0';
+ continue;
good = 1;
}
else if(ent.classname == "trigger_race_checkpoint")
{
// spawn at first
if(ent.race_checkpoint != 0)
- return '-1 0 0';
+ continue;
if(spot.race_place != race_lowest_place_spawn)
- return '-1 0 0';
+ continue;
}
else
{
if(ent.race_checkpoint != self.race_respawn_checkpoint)
- return '-1 0 0';
+ continue;
// try reusing the previous spawn
if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
prio += 1;
if(pl == 0 && !self.race_started)
pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
if(spot.race_place != pl)
- return '-1 0 0';
+ continue;
}
}
}
good = 1;
}
- ent = find(ent, targetname, spot.target);
+ }
+
+ if(!found)
+ {
+ dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
+ return '-1 0 0';
}
if(found && !good)
float spawn_allgood;
entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
{
- local entity spot, spotlist, spotlistend;
+ entity spot, spotlist, spotlistend;
spawn_allgood = TRUE;
spawn_allbad = TRUE;
{
// weight of a point: bound(lower, mindisttoplayer, upper)^exponent
// multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
- local entity spot;
+ entity spot;
RandomSelection_Init();
for(spot = firstspot; spot; spot = spot.chain)
*/
entity SelectSpawnPoint (float anypoint)
{
- local float teamcheck;
- local entity firstspot_new;
- local entity spot, firstspot, playerlist;
+ float teamcheck;
+ entity firstspot_new;
+ entity spot, firstspot, playerlist;
spot = find (world, classname, "testplayerstart");
if (spot)
self.classname = "observer";
self.iscreature = FALSE;
+ self.damagedbycontents = FALSE;
self.health = -666;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.model = "";
self.modelindex = 0;
self.weapon = 0;
+ self.weaponname = "";
self.switchingweapon = 0;
self.weaponmodel = "";
self.weaponentity = world;
void FixPlayermodel()
{
- local string defaultmodel;
- local float defaultskin, chmdl, oldskin;
- local vector m1, m2;
+ string defaultmodel;
+ float defaultskin, chmdl, oldskin;
+ vector m1, m2;
defaultmodel = "";
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, self);
}
+
+ // reset player keys
+ self.itemkeys = 0;
// player is dead and becomes observer
// FIXME fix LMS scoring for new system
self.classname = "player";
self.wasplayer = TRUE;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
self.frags = FRAGS_PLAYER;
- if(independent_players)
+ if(INDEPENDENT_PLAYERS)
MAKE_INDEPENDENT_PLAYER(self);
self.flags = FL_CLIENT;
+ if(autocvar__notarget)
+ self.flags |= FL_NOTARGET;
self.takedamage = DAMAGE_AIM;
if(g_minstagib)
self.effects = EF_FULLBRIGHT;
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;
+
if(g_arena)
{
Spawnqueue_Remove(self);
self.killcount = 0;
}
- self.cnt = WEP_LASER;
-
CL_SpawnWeaponentity();
self.alpha = default_player_alpha;
self.colormod = '1 1 1' * autocvar_g_player_brightness;
entity e;
e = get_weaponinfo(j);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
}
oldself = self;
MUTATOR_CALLHOOK(PlayerSpawn);
self.switchweapon = w_getbestweapon(self);
- self.cnt = self.switchweapon;
+ self.cnt = -1; // W_LastWeapon will not complain
self.weapon = 0;
+ self.weaponname = "";
self.switchingweapon = 0;
if(!self.alivetime)
}
}
+float clientkilltime;
void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
{
float killtime;
+ float starttime;
entity e;
if (gameover)
}
else
{
+ starttime = max(time, clientkilltime);
+
self.killindicator = spawn();
self.killindicator.owner = self;
self.killindicator.scale = 0.5;
setattachment(self.killindicator, self, "");
setorigin(self.killindicator, '0 0 52');
self.killindicator.think = KillIndicator_Think;
- self.killindicator.nextthink = time + (self.lip) * 0.05;
+ self.killindicator.nextthink = starttime + (self.lip) * 0.05;
+ clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
self.killindicator.cnt = ceil(killtime);
self.killindicator.count = bound(0, ceil(killtime), 10);
//sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
setattachment(e.killindicator, e, "");
setorigin(e.killindicator, '0 0 52');
e.killindicator.think = KillIndicator_Think;
- e.killindicator.nextthink = time + (e.lip) * 0.05;
+ e.killindicator.nextthink = starttime + (e.lip) * 0.05;
+ clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
e.killindicator.cnt = ceil(killtime);
}
self.lip = 0;
// Wazat's grappling hook
SetGrappleHookBindings();
- // get autoswitch state from player when he toggles it
- stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
-
// get version info from player
stuffcmd(self, "cmd clientversion $gameversion\n");
Portal_ClearAll(self);
+ RemoveGrapplingHook(self);
if(self.flagcarried)
DropFlag(self.flagcarried, world, world);
if(self.ballcarried && g_nexball)
self.model = self.mdl;
else
self.model = "";
-};
+}
void UpdateChatBubble()
{
// added to the model skins
/*void UpdateColorModHack()
{
- local float c;
+ float c;
c = self.clientcolors & 15;
// LordHavoc: only bothering to support white, green, red, yellow, blue
if (!teamplay) self.colormod = '0 0 0';
else if (c == 12) self.colormod = '1.22 1.22 0.10';
else if (c == 13) self.colormod = '0.10 0.10 1.73';
else self.colormod = '1 1 1';
-};*/
+}*/
.float oldcolormap;
void respawn(void)
self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
self.effects |= EF_ADDITIVE;
self.oldcolormap = self.colormap;
- self.colormap = 512;
+ self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
if(autocvar_g_respawn_ghosts_maxtime)
SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
return FALSE; // forced spectators can never join
// TODO simplify this
- local entity e;
+ entity e;
- local float totalClients;
+ float totalClients;
FOR_EACH_CLIENT(e)
totalClients += 1;
if (!autocvar_g_maxplayers)
return maxclients - totalClients + includeMe;
- local float currentlyPlaying;
+ float currentlyPlaying;
FOR_EACH_REALPLAYER(e)
currentlyPlaying += 1;
MUTATOR_CALLHOOK(PlayerPreThink);
- if(self.BUTTON_USE && !self.usekeypressed)
- PlayerUseKey();
- self.usekeypressed = self.BUTTON_USE;
+ if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+ {
+ if(self.BUTTON_USE && !self.usekeypressed)
+ PlayerUseKey();
+ self.usekeypressed = self.BUTTON_USE;
+ }
PrintWelcomeMessage();
self.prevorigin = self.origin;
- if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
+ if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
{
if (!self.crouch)
{
self.crouch = TRUE;
self.view_ofs = PL_CROUCH_VIEW_OFS;
setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
- setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
+ // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
}
}
else
if(g_nexball)
nexball_setstatus();
-
+
+ // secret status
+ secrets_setstatus();
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
self.stored_netname = strzone(uid2name(self.crypto_idfp));
if(self.stored_netname != self.netname)
{
- db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
+ db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
strunzone(self.stored_netname);
self.stored_netname = strzone(self.netname);
}