]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge remote-tracking branch 'origin/mrbougo/clonefixes'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index c11e92051074b7fcbf15b208b774f14d96c00d88..3ff7f9166ee05cd19d86fe4bbcf37cfc29f04b7c 100644 (file)
@@ -1,126 +1,3 @@
-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
-
-float weaponstats_buffer;
-
-void WeaponStats_Init()
-{
-       if(autocvar_sv_weaponstats_file != "")
-               weaponstats_buffer = buf_create();
-       else
-               weaponstats_buffer = -1;
-}
-
-#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
-
-void WeaponStats_ready(entity fh, entity pass, float status)
-{
-       float i, j, n, ibot, jbot, idx;
-       vector v;
-       string prefix, s;
-       switch(status)
-       {
-               case URL_READY_CANWRITE:
-                       // we can write
-                       prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
-                       url_fputs(fh, "#begin statsfile\n");
-                       url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
-#ifdef WATERMARK
-                       url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
-#endif
-                       url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
-                       url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
-                       n = tokenizebyseparator(cvar_purechanges, "\n");
-                       for(i = 0; i < n; ++i)
-                               url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
-                               {
-                                       idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
-                                       v = stov(bufstr_get(weaponstats_buffer, idx));
-                                       if(v != '0 0 0')
-                                       {
-                                               //vector is: kills hits damage
-                                               url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
-                                               url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
-                                       }
-                               }
-                       url_fputs(fh, "#end\n\n");
-                       url_fclose(fh);
-                       break;
-               case URL_READY_CANREAD:
-                       // url_fclose is processing, we got a response for writing the data
-                       // this must come from HTTP
-                       print("Got response from weapon stats server:\n");
-                       while((s = url_fgets(fh)))
-                               print("  ", s, "\n");
-                       print("End of response.\n");
-                       url_fclose(fh);
-                       break;
-               case URL_READY_CLOSED:
-                       // url_fclose has finished
-                       print("Weapon stats written\n");
-                       buf_del(weaponstats_buffer);
-                       weaponstats_buffer = -1;
-                       break;
-               case URL_READY_ERROR:
-               default:
-                       print("Weapon stats writing failed: ", ftos(status), "\n");
-                       buf_del(weaponstats_buffer);
-                       weaponstats_buffer = -1;
-                       break;
-       }
-}
-
-void WeaponStats_Shutdown()
-{
-       if(weaponstats_buffer < 0)
-               return;
-       if(autocvar_sv_weaponstats_file != "")
-       {
-               url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
-       }
-       else
-       {
-               buf_del(weaponstats_buffer);
-               weaponstats_buffer = -1;
-       }
-}
-
-void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
-{
-       float idx;
-       if(weaponstats_buffer < 0)
-               return;
-       if(awep < WEP_FIRST || vwep < WEP_FIRST)
-               return;
-       if(awep > WEP_LAST || vwep > WEP_LAST)
-               return;
-       idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
-       bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
-}
-void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
-{
-       if(damage < 0)
-               error("negative damage?");
-       WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
-}
-void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
-{
-       WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
-}
-
-// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
-// merged player_run and player_stand to player_anim
-// added death animations to player_anim
-// can now spawn thrown weapons from anywhere, not just from players
-// thrown weapons now fade out after 20 seconds
-// created PlayerGib function
-// PlayerDie no longer uses hitloc or damage
-// PlayerDie now supports dying animations as well as gibbing
-// cleaned up PlayerDie a lot
-// added CopyBody
-
 .entity pusher;
 .float pushltime;
 .float istypefrag;
@@ -214,6 +91,7 @@ void CopyBody(float keepvelocity)
        self.nextthink = time;
        self.think = CopyBody_Think;
        // "bake" the current animation frame for clones (they don't get clientside animation)
+       animdecide_init(self);
        animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
 
        self = oldself;
@@ -240,11 +118,18 @@ void player_setupanimsformodel()
 void player_anim (void)
 {
        float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(self.deadflag && !deadbits)
-               if(random() < 0.5)
-                       deadbits = ANIMSTATE_DEAD1;
-               else
-                       deadbits = ANIMSTATE_DEAD2;
+       if(self.deadflag) {
+               if (!deadbits) {
+                       // Decide on which death animation to use.
+                       if(random() < 0.5)
+                               deadbits = ANIMSTATE_DEAD1;
+                       else
+                               deadbits = ANIMSTATE_DEAD2;
+               }
+       } else {
+               // Clear a previous death animation.
+               deadbits = 0;
+       }
        float animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
@@ -261,13 +146,6 @@ void player_anim (void)
        }
 }
 
-void SpawnThrownWeapon (vector org, float w)
-{
-       if(self.weapons & WepSet_FromWeapon(self.weapon))
-               if(W_IsWeaponThrowable(self.weapon))
-                       W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
-}
-
 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        float take, save;
@@ -336,6 +214,9 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
 
 void calculate_player_respawn_time()
 {
+       if(g_ca)
+               return;
+
        float gametype_setting_tmp;
        float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
        float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
@@ -535,7 +416,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        self.health = self.health - take;
                        // pause regeneration for 5 seconds
                        if(take)
-                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+                               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
                        if (time > self.pain_finished)          //Don't switch pain sequences like crazy
                        {
@@ -554,7 +435,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
+                                       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 > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
@@ -570,12 +451,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                                        PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
+                       }
 
-                               // throw off bot aim temporarily
-                               float shake;
+                       // throw off bot aim temporarily
+                       float shake;
+                       if(IS_BOT_CLIENT(self) && self.health >= 1)
+                       {
                                shake = damage * 5 / (bound(0,skill,100) + 1);
                                self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
                                self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
+                               self.v_angle_x = bound(-90, self.v_angle_x, 90);
                        }
                }
                else
@@ -618,7 +503,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                if(self.alivetime)
                {
-                       PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+                       PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
                        self.alivetime = 0;
                }
 
@@ -651,7 +536,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                }
 
                // print an obituary message
-               Obituary (attacker, inflictor, self, deathtype);
+               if(self.classname != "body")
+                       Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
         float w;
@@ -666,7 +552,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                frag_deathtype = deathtype;
                MUTATOR_CALLHOOK(PlayerDies);
 
-               weapon_action(self.weapon, WR_PLAYERDEATH);
+               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
 
                RemoveGrapplingHook(self);
 
@@ -679,7 +565,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                // player could have been miraculously resuscitated ;)
                // e.g. players in freezetag get frozen, they don't really die
-               if(self.health >= 1 || !IS_PLAYER(self))
+               if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
                        return;
 
                // when we get here, player actually dies
@@ -710,6 +596,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.flags &= ~FL_ONGROUND;
                // dying animation
                self.deadflag = DEAD_DYING;
+
                // when to allow respawn
                calculate_player_respawn_time();
 
@@ -730,6 +617,14 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // set up to fade out later
                SUB_SetFade (self, time + 6 + random (), 1);
 
+               // reset body think wrapper broken by SUB_SetFade
+               if(self.classname == "body" && self.think != CopyBody_Think) {
+                       self.CopyBody_think = self.think;
+                       self.CopyBody_nextthink = self.nextthink;
+                       self.think = CopyBody_Think;
+                       self.nextthink = time;
+               }
+
                if(autocvar_sv_gentle > 0 || autocvar_ekg) {
                        // remove corpse
                        PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
@@ -738,7 +633,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       weapon_action(j, WR_RESETPLAYER);
+                       WEP_ACTION(j, WR_RESETPLAYER);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
@@ -1344,10 +1239,10 @@ void VoiceMessage(string type, string msg)
 
        flood = Say(self, ownteam, world, msg, 1);
 
-       if (flood > 0)
-               GlobalSound(self.sample, CH_VOICE, voicetype);
-       else if (flood < 0)
+       if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
                FakeGlobalSound(self.sample, CH_VOICE, voicetype);
+       else if (flood > 0)
+               GlobalSound(self.sample, CH_VOICE, voicetype);
 }
 
 void MoveToTeam(entity client, float team_colour, float type)