]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Add g_spawnshield_blockdamage cvar: "how much spawn shield protects you from damage...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index c6b0359c4ee89bd20f3b05de8df71eae2c251f7f..fe0951e8713f18e7d3c17096fd45a8c310c0c678 100644 (file)
@@ -48,80 +48,79 @@ void CopyBody_Think()
        CSQCMODEL_AUTOUPDATE(self);
        self.nextthink = time;
 }
-void CopyBody(float keepvelocity)
-{SELFPARAM();
-       if (self.effects & EF_NODRAW)
+void CopyBody(entity this, float keepvelocity)
+{
+       if (this.effects & EF_NODRAW)
                return;
-       setself(new(body));
-       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.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;
+       entity clone = new(body);
+       clone.enemy = this;
+       clone.lip = this.lip;
+       clone.colormap = this.colormap;
+       clone.iscreature = this.iscreature;
+       clone.teleportable = this.teleportable;
+       clone.damagedbycontents = this.damagedbycontents;
+       clone.angles = this.angles;
+       clone.v_angle = this.v_angle;
+       clone.avelocity = this.avelocity;
+       clone.damageforcescale = this.damageforcescale;
+       clone.effects = this.effects;
+       clone.glowmod = this.glowmod;
+       clone.event_damage = this.event_damage;
+       clone.anim_state = this.anim_state;
+       clone.anim_time = this.anim_time;
+       clone.anim_lower_action = this.anim_lower_action;
+       clone.anim_lower_time = this.anim_lower_time;
+       clone.anim_upper_action = this.anim_upper_action;
+       clone.anim_upper_time = this.anim_upper_time;
+       clone.anim_implicit_state = this.anim_implicit_state;
+       clone.anim_implicit_time = this.anim_implicit_time;
+       clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
+       clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
+       clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
+       clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
+       clone.dphitcontentsmask = this.dphitcontentsmask;
+       clone.death_time = this.death_time;
+       clone.pain_finished = this.pain_finished;
+       clone.health = this.health;
+       clone.armorvalue = this.armorvalue;
+       clone.armortype = this.armortype;
+       clone.model = this.model;
+       clone.modelindex = this.modelindex;
+       clone.skin = this.skin;
+       clone.species = this.species;
+       clone.movetype = this.movetype;
+       clone.solid = this.solid;
+       clone.ballistics_density = this.ballistics_density;
+       clone.takedamage = this.takedamage;
+       clone.customizeentityforclient = this.customizeentityforclient;
+       clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
+       clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
        if (keepvelocity == 1)
-               self.velocity = this.velocity;
-       self.oldvelocity = self.velocity;
-       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(this, self);
-
-       if(self.colormap <= maxclients && self.colormap > 0)
-               self.colormap = 1024 + this.clientcolors;
-
-       CSQCMODEL_AUTOINIT(self);
-       self.CopyBody_nextthink = this.nextthink;
-       self.CopyBody_think = this.think;
-       self.nextthink = time;
-       self.think = CopyBody_Think;
+               clone.velocity = this.velocity;
+       clone.oldvelocity = clone.velocity;
+       clone.alpha = this.alpha;
+       clone.fade_time = this.fade_time;
+       clone.fade_rate = this.fade_rate;
+       //clone.weapon = this.weapon;
+       setorigin(clone, this.origin);
+       setsize(clone, this.mins, this.maxs);
+       clone.prevorigin = this.origin;
+       clone.reset = SUB_Remove;
+       clone._ps = this._ps;
+
+       Drag_MoveDrag(this, clone);
+
+       if(clone.colormap <= maxclients && clone.colormap > 0)
+               clone.colormap = 1024 + this.clientcolors;
+
+       CSQCMODEL_AUTOINIT(clone);
+       clone.CopyBody_nextthink = this.nextthink;
+       clone.CopyBody_think = this.think;
+       clone.nextthink = time;
+       clone.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);
-
-       setself(this);
+       animdecide_load_if_needed(clone);
+       animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
 }
 
 void player_setupanimsformodel()
@@ -154,7 +153,7 @@ void player_anim ()
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
        animdecide_setstate(self, animbits, false);
-       animdecide_setimplicitstate(self, (IS_ONGROUND(self)));
+       animdecide_setimplicitstate(self, IS_ONGROUND(self));
 }
 
 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -375,6 +374,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                this.istypefrag = 0;
        }
 
+       if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+       {
+               vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
+               take = v.x;
+               save = v.y;
+       }
+
        frag_damage = damage;
        MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
        take = bound(0, damage_take, this.health);
@@ -396,7 +402,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       if (time >= this.spawnshieldtime)
+       if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
        {
                if (!(this.flags & FL_GODMODE))
                {