]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Reset weapon alignment on respawn and when dual wielding status changes, default...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index f873809b0d791ae8ee8e9b199790fb5560f720f5..0276fbf63eacec7e78e4068e650390d7bceaed1f 100644 (file)
@@ -40,6 +40,7 @@
 #include "../common/mapobjects/teleporters.qh"
 #include "../common/mapobjects/target/spawnpoint.qh"
 #include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
 
 #include "../common/vehicles/all.qh"
 
@@ -604,7 +605,7 @@ void PutPlayerInServer(entity this)
                this.pauseregen_finished += f;
        }
 
-       this.damageforcescale = 2;
+       this.damageforcescale = autocvar_g_player_damageforcescale;
        this.death_time = 0;
        this.respawn_flags = 0;
        this.respawn_time = 0;
@@ -640,6 +641,10 @@ void PutPlayerInServer(entity this)
        STAT(REVIVE_PROGRESS, this) = 0;
        this.revival_time = 0;
 
+       // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
+       STAT(BUFFS, this) = 0;
+       STAT(BUFF_TIME, this) = 0;
+
        this.air_finished = time + 12;
        this.waterlevel = WATERLEVEL_NONE;
        this.watertype = CONTENT_EMPTY;
@@ -678,6 +683,9 @@ void PutPlayerInServer(entity this)
        if(this.conveyor)
                IL_REMOVE(g_conveyed, this);
        this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+       if(this.swampslug)
+               delete(this.swampslug);
+       this.in_swamp = false;
        STAT(HUD, this) = HUD_NORMAL;
 
        this.event_damage = PlayerDamage;
@@ -705,10 +713,7 @@ void PutPlayerInServer(entity this)
        for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               entity oldwep = this.(weaponentity);
                CL_SpawnWeaponentity(this, weaponentity);
-               if(oldwep && oldwep.owner == this)
-                       this.(weaponentity).m_gunalign = oldwep.m_gunalign;
        }
        this.alpha = default_player_alpha;
        this.colormod = '1 1 1' * autocvar_g_player_brightness;
@@ -770,6 +775,7 @@ void PutPlayerInServer(entity this)
 
        if (CS(this).impulse) ImpulseCommands(this);
 
+       W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
@@ -1034,7 +1040,6 @@ string getwelcomemessage(entity this)
 
        string versionmessage = GetClientVersionMessage(this);
        string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
-       s = strcat(s, "^8\nCurrent map: ^2", GetMapname(), "^8\n");
 
        if(modifications != "")
                s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
@@ -1332,7 +1337,7 @@ void PrintToChat(entity client, string text)
 ERASEABLE
 void DebugPrintToChat(entity client, string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChat(client, text);
        }
@@ -1348,7 +1353,7 @@ void PrintToChatAll(string text)
 ERASEABLE
 void DebugPrintToChatAll(string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChatAll(text);
        }
@@ -1370,7 +1375,7 @@ void PrintToChatTeam(int team_num, string text)
 ERASEABLE
 void DebugPrintToChatTeam(int team_num, string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChatTeam(team_num, text);
        }
@@ -1610,7 +1615,7 @@ void player_regen(entity this)
                        this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
        }
 
-       if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (!(this.items & IT_UNLIMITED_AMMO))
        {
                float minf, maxf, limitf;
 
@@ -1676,6 +1681,7 @@ void SpectateCopy(entity this, entity spectatee)
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
        SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
        CS(this).impulse = 0;
+       this.disableclientprediction = 1; // no need to run prediction on a spectator
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
        STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
@@ -2045,12 +2051,21 @@ void PrintWelcomeMessage(entity this)
        {
                if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
                        CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
-               else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+               else if (CS(this).motd_actived_time == -2)
                {
-                       // instanctly hide MOTD
+                       // instantly hide MOTD
                        CS(this).motd_actived_time = 0;
                        Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
                }
+               else if (IS_PLAYER(this) || IS_SPEC(this))
+               {
+                       // FIXME occasionally for some reason MOTD never goes away
+                       // delay MOTD removal a little bit in the hope it fixes this bug
+                       if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
+                               CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
+                       else //if (CS(this).motd_actived_time < -2)
+                               CS(this).motd_actived_time++;
+               }
        }
 }
 
@@ -2068,6 +2083,7 @@ bool joinAllowed(entity this)
 
 .int items_added;
 .string shootfromfixedorigin;
+.bool dualwielding_prev;
 bool PlayerThink(entity this)
 {
        if (game_stopped || intermission_running) {
@@ -2170,6 +2186,15 @@ bool PlayerThink(entity this)
                stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
        }
 
+       // reset gun alignment when dual wielding status changes
+       // to ensure guns are always aligned right and left
+       bool dualwielding = W_DualWielding(this);
+       if(this.dualwielding_prev != dualwielding)
+       {
+               W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
+               this.dualwielding_prev = dualwielding;
+       }
+
        // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
        //if(frametime)
        {
@@ -2178,6 +2203,8 @@ bool PlayerThink(entity this)
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity weaponentity = weaponentities[slot];
+                       if(WEP_CVAR(vortex, charge_always))
+                               W_Vortex_Charge(this, weaponentity, frametime);
                        W_WeaponFrame(this, weaponentity);
                }
 
@@ -2331,19 +2358,15 @@ void PlayerUseKey(entity this)
        }
        else if(autocvar_g_vehicles_enter)
        {
-               if(!STAT(FROZEN, this))
-               if(!IS_DEAD(this))
-               if(!game_stopped)
+               if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
                {
                        entity head, closest_target = NULL;
                        head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
 
                        while(head) // find the closest acceptable target to enter
                        {
-                               if(IS_VEHICLE(head))
-                               if(!IS_DEAD(head))
+                               if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
                                if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
-                               if(head.takedamage != DAMAGE_NO)
                                {
                                        if(closest_target)
                                        {
@@ -2397,11 +2420,11 @@ void PlayerPreThink (entity this)
        if (this.netname == "" || this.netname != CS(this).netname_previous)
        {
                bool assume_unchanged = (CS(this).netname_previous == "");
-               if (autocvar_name_maxlength > 0 && strlennocol(this.netname) > autocvar_name_maxlength)
+               if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
                {
-                       int new_length = textLengthUpToLength(this.netname, autocvar_name_maxlength, strlennocol);
+                       int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
                        this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
-                       sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_name_maxlength));
+                       sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
                        assume_unchanged = false;
                        // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
                }
@@ -2475,20 +2498,19 @@ void PlayerPreThink (entity this)
        if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
        if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
        {
-               FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+               FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
                {
-                       if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
-                       if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
-                       {
-                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
-                       }
-                       else if(!it.owner)
+                       if(!it.owner)
                        {
                                if(!it.team || SAME_TEAM(this, it))
                                        Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
                                else if(autocvar_g_vehicles_steal)
                                        Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
                        }
+                       else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+                       {
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+                       }
                });
 
                this.last_vehiclecheck = time + 1;