]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 0d344b7f2d6807c96768f7b2e5eca6e819e8fb4f..4bc46051f6fb11bd6b9d13333147946342e2892f 100644 (file)
@@ -229,7 +229,7 @@ void PutObserverInServer(entity this)
 
        if (IS_PLAYER(this))
        {
 
        if (IS_PLAYER(this))
        {
-               if(this.health >= 1)
+               if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
                {
                        // despawn effect
                        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
                {
                        // despawn effect
                        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
@@ -322,15 +322,14 @@ void PutObserverInServer(entity this)
        if(this.damagedbycontents)
                IL_REMOVE(g_damagedbycontents, this);
        this.damagedbycontents = false;
        if(this.damagedbycontents)
                IL_REMOVE(g_damagedbycontents, this);
        this.damagedbycontents = false;
-       this.health = FRAGS_SPECTATOR;
+       SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
        SetSpectatee_status(this, etof(this));
        this.takedamage = DAMAGE_NO;
        this.solid = SOLID_NOT;
        set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
        this.flags = FL_CLIENT | FL_NOTARGET;
        SetSpectatee_status(this, etof(this));
        this.takedamage = DAMAGE_NO;
        this.solid = SOLID_NOT;
        set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
        this.flags = FL_CLIENT | FL_NOTARGET;
-       this.armorvalue = 666;
        this.effects = 0;
        this.effects = 0;
-       this.armorvalue = autocvar_g_balance_armor_start;
+       SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
        this.pauserotarmor_finished = 0;
        this.pauserothealth_finished = 0;
        this.pauseregen_finished = 0;
        this.pauserotarmor_finished = 0;
        this.pauserothealth_finished = 0;
        this.pauseregen_finished = 0;
@@ -558,8 +557,8 @@ void PutPlayerInServer(entity this)
                SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
                SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
                SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
                SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
                SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
                SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
-               this.health = warmup_start_health;
-               this.armorvalue = warmup_start_armorvalue;
+               SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
+               SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
                STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
        } else {
                SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
                STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
        } else {
                SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
@@ -568,8 +567,8 @@ void PutPlayerInServer(entity this)
                SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
                SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
                SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
                SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
                SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
                SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
-               this.health = start_health;
-               this.armorvalue = start_armorvalue;
+               SetResourceAmount(this, RESOURCE_HEALTH, start_health);
+               SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
                STAT(WEAPONS, this) = start_weapons;
                if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
                {
                STAT(WEAPONS, this) = start_weapons;
                if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
                {
@@ -966,7 +965,7 @@ void KillIndicator_Think(entity this)
                ClientKill_Now(this.owner);
                return;
        }
                ClientKill_Now(this.owner);
                return;
        }
-    else if(this.health == 1) // health == 1 means that it's silent
+    else if(this.count == 1) // count == 1 means that it's silent
     {
         this.nextthink = time + 1;
         this.cnt -= 1;
     {
         this.nextthink = time + 1;
         this.cnt -= 1;
@@ -1081,6 +1080,8 @@ void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change,
 
 void ClientKill (entity this)
 {
 
 void ClientKill (entity this)
 {
+       // TODO: once .health is removed, will need to check it here for the "already dead" message!
+
        if(game_stopped) return;
        if(this.player_blocked) return;
        if(STAT(FROZEN, this)) return;
        if(game_stopped) return;
        if(this.player_blocked) return;
        if(STAT(FROZEN, this)) return;
@@ -1789,13 +1790,17 @@ void player_regen(entity this)
                limith = limith * limit_mod;
                limita = limita * limit_mod;
 
                limith = limith * limit_mod;
                limita = limita * limit_mod;
 
-               this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
-               this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+               SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
+                                                                       regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
+                                                                       rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
+               SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
+                                                                       regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
+                                                                       rot_mod * frametime * (time > this.pauserothealth_finished), limith));
        }
 
        // if player rotted to death...  die!
        // check this outside above checks, as player may still be able to rot to death
        }
 
        // if player rotted to death...  die!
        // check this outside above checks, as player may still be able to rot to death
-       if(this.health < 1)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
        {
                if(this.vehicle)
                        vehicles_exit(this.vehicle, VHEF_RELEASE);
        {
                if(this.vehicle)
                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -1811,20 +1816,10 @@ void player_regen(entity this)
                minf = autocvar_g_balance_fuel_regenstable;
                limitf = GetResourceLimit(this, RESOURCE_FUEL);
 
                minf = autocvar_g_balance_fuel_regenstable;
                limitf = GetResourceLimit(this, RESOURCE_FUEL);
 
-               this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
-       }
-       // Ugly hack to make sure the health and armor don't go beyond hard limit.
-       // TODO: Remove this hack when all code uses GivePlayerHealth and
-       // GivePlayerArmor.
-       if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
-       {
-               this.health = RESOURCE_AMOUNT_HARD_LIMIT;
-       }
-       if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
-       {
-               this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+               SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
+                                                                               frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
+                                                                               maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
        }
        }
-       // End hack.
 }
 
 bool zoomstate_set;
 }
 
 bool zoomstate_set;
@@ -1869,15 +1864,15 @@ void SpectateCopy(entity this, entity spectatee)
        MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
        PS(this) = PS(spectatee);
        this.armortype = spectatee.armortype;
        MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
        PS(this) = PS(spectatee);
        this.armortype = spectatee.armortype;
-       this.armorvalue = spectatee.armorvalue;
-       this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
-       this.ammo_plasma = spectatee.ammo_plasma;
-       this.ammo_shells = spectatee.ammo_shells;
-       this.ammo_nails = spectatee.ammo_nails;
-       this.ammo_rockets = spectatee.ammo_rockets;
-       this.ammo_fuel = spectatee.ammo_fuel;
+       SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
+       SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
+       SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
+       SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
+       SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
+       SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
+       SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
-       this.health = spectatee.health;
+       SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
        CS(this).impulse = 0;
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
        CS(this).impulse = 0;
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
@@ -2376,7 +2371,7 @@ bool PlayerThink(entity this)
                }
 
                this.items_added = 0;
                }
 
                this.items_added = 0;
-               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
+               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
             this.items_added |= IT_FUEL;
 
                this.items |= this.items_added;
             this.items_added |= IT_FUEL;
 
                this.items |= this.items_added;
@@ -2632,7 +2627,7 @@ void PlayerPreThink (entity this)
                if (STAT(FROZEN, this) == 2)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
                if (STAT(FROZEN, this) == 2)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
-                       this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
+                       SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
                        this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
 
                        if (STAT(REVIVE_PROGRESS, this) >= 1)
                        this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
 
                        if (STAT(REVIVE_PROGRESS, this) >= 1)
@@ -2641,9 +2636,9 @@ void PlayerPreThink (entity this)
                else if (STAT(FROZEN, this) == 3)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
                else if (STAT(FROZEN, this) == 3)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
-                       this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
+                       SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
 
 
-                       if (this.health < 1)
+                       if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
                        {
                                if (this.vehicle)
                                        vehicles_exit(this.vehicle, VHEF_RELEASE);
                        {
                                if (this.vehicle)
                                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -2885,7 +2880,7 @@ void PlayerPostThink (entity this)
        }
 
        if (this.waypointsprite_attachedforcarrier) {
        }
 
        if (this.waypointsprite_attachedforcarrier) {
-           vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
+           vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
                WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
     }
 
                WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
     }