]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branch 'TimePath/soundregistry' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 41b74a0df4e89721ef6a51b9e38710ab86b5ec32..182c3304111966ef15918f978c652ea16e12c002 100644 (file)
@@ -9,7 +9,6 @@
 #include "miscfunctions.qh"
 #include "portals.qh"
 #include "teamplay.qh"
-#include "waypointsprites.qh"
 #include "weapons/throwing.qh"
 #include "command/common.qh"
 #include "../common/animdecide.qh"
 #include "../common/playerstats.qh"
 #include "../csqcmodellib/sv_model.qh"
 
+#include "../common/minigames/sv_minigames.qh"
+
 #include "weapons/weaponstats.qh"
 
 #include "../common/animdecide.qh"
 
 void CopyBody_Think(void)
-{
+{SELFPARAM();
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
        {
                self.CopyBody_think();
@@ -34,90 +35,88 @@ 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;
@@ -128,14 +127,14 @@ 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) {
@@ -152,6 +151,8 @@ 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);
@@ -166,7 +167,7 @@ void player_anim (void)
 }
 
 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);
@@ -181,11 +182,11 @@ 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)
@@ -218,7 +219,7 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de
 }
 
 void calculate_player_respawn_time()
-{
+{SELFPARAM();
        if(g_ca)
                return;
 
@@ -305,7 +306,7 @@ 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;
@@ -322,7 +323,7 @@ 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))
+       if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
        {
                // tuba causes blood to come out of the ears
                vector ear1, ear2;
@@ -394,11 +395,11 @@ 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)
@@ -492,6 +493,7 @@ 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);
        }
 
        if (self.health < 1)
@@ -529,7 +531,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        if(deathtype == DEATH_KILL)
                        {
                                // for the lemmings fans, a small harmless explosion
-                               pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+                               Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
                        }
                }
 
@@ -544,6 +546,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
         attacker.accuracy.(accuracy_frags[w-1]) += 1;
 
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+               excess = frag_damage;
 
                WEP_ACTION(self.weapon, WR_PLAYERDEATH);
 
@@ -705,12 +708,28 @@ 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 +845,7 @@ 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 +887,15 @@ 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 +986,15 @@ 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 +1011,7 @@ 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 +1019,14 @@ 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 +1047,7 @@ 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 +1061,7 @@ void UpdatePlayerSounds()
 }
 
 void FakeGlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
        float n;
        float tauntrand;
 
@@ -1109,7 +1136,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype)
 }
 
 void GlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
        float n;
        float tauntrand;
 
@@ -1198,7 +1225,7 @@ 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 +1234,15 @@ 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)
        {