]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Merge branch 'martin-t/bullet-trails' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index ad7f8c47cd28c78148c334c21fa1a6ae9ae4b568..a8d091e86ed8d4333e8af068005baeda35f9f699 100644 (file)
 #include "../common/wepent.qh"
 #include <common/state.qh>
 
+#include "compat/quake3.qh"
+
 #include <common/effects/qc/globalsound.qh>
 
 #include "../common/mapobjects/func/conveyor.qh"
 #include "../common/mapobjects/teleporters.qh"
 #include "../common/mapobjects/target/spawnpoint.qh"
+#include <common/mapobjects/trigger/counter.qh>
 
 #include "../common/vehicles/all.qh"
 
@@ -271,7 +274,7 @@ void PutObserverInServer(entity this)
 
     RemoveGrapplingHooks(this);
        Portal_ClearAll(this);
-       Unfreeze(this);
+       Unfreeze(this, false);
        SetSpectatee(this, NULL);
 
        if (this.alivetime)
@@ -290,11 +293,6 @@ void PutObserverInServer(entity this)
                if(!game_stopped)
                if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
-
-               if(CS(this).just_joined)
-               {
-                       CS(this).just_joined = false;
-               }
        }
 
        accuracy_resend(this);
@@ -337,7 +335,10 @@ void PutObserverInServer(entity this)
        this.strength_finished = 0;
        this.invincible_finished = 0;
        this.superweapons_finished = 0;
-       this.dphitcontentsmask = 0;
+       //this.dphitcontentsmask = 0;
+       this.dphitcontentsmask = DPCONTENTS_SOLID;
+       if (autocvar_g_playerclip_collisions)
+               this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
        this.pushltime = 0;
        this.istypefrag = 0;
        setthink(this, func_null);
@@ -346,6 +347,7 @@ void PutObserverInServer(entity this)
        this.crouch = false;
        STAT(REVIVE_PROGRESS, this) = 0;
        this.revival_time = 0;
+       this.draggable = drag_undraggable;
 
        this.items = 0;
        STAT(WEAPONS, this) = '0 0 0';
@@ -676,6 +678,8 @@ void PutPlayerInServer(entity this)
        this.event_damage = PlayerDamage;
        this.event_heal = PlayerHeal;
 
+       this.draggable = func_null;
+
        if(!this.bot_attack)
                IL_PUSH(g_bot_targets, this);
        this.bot_attack = true;
@@ -707,6 +711,9 @@ void PutPlayerInServer(entity this)
 
        this.speedrunning = false;
 
+       this.counter_cnt = 0;
+       this.fragsfilter_cnt = 0;
+
        target_voicescript_clear(this);
 
        // reset fields the weapons may use
@@ -723,13 +730,13 @@ void PutPlayerInServer(entity this)
        });
 
        {
-               string s = spot.target;
-               spot.target = string_null;
+               //string s = spot.target;
+               //spot.target = string_null;
                SUB_UseTargets(spot, this, NULL);
-               spot.target = s;
+               //spot.target = s;
        }
 
-       Unfreeze(this);
+       Unfreeze(this, false);
 
        MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
 
@@ -1139,6 +1146,8 @@ void ClientConnect(entity this)
        if (IS_REAL_CLIENT(this))
                sv_notice_join(this);
 
+       this.move_qcphysics = false;
+
        // update physics stats (players can spawn before physics runs)
        Physics_UpdateStats(this);
 
@@ -1192,7 +1201,7 @@ void ClientDisconnect(entity this)
 
        Portal_ClearAll(this);
 
-       Unfreeze(this);
+       Unfreeze(this, false);
 
        RemoveGrapplingHooks(this);
 
@@ -1232,7 +1241,7 @@ void ChatBubbleThink(entity this)
 
        if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
        {
-               if ( CS(this.owner).active_minigame )
+               if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
                        this.mdl = "models/sprites/minigame_busy.iqm";
                else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
                        this.mdl = "models/misc/chatbubble.spr";
@@ -1452,9 +1461,12 @@ void player_powerups(entity this)
                        if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
                        {
                                this.items = this.items | IT_SUPERWEAPON;
-                               if(!g_cts)
-                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
-                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+                               if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
+                               {
+                                       if(!g_cts)
+                                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
+                                       Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+                               }
                        }
                        else
                        {
@@ -1617,7 +1629,7 @@ void GetPressedKeys(entity this)
        keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
 
        keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
-       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
+       keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
        keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
        keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
        CS(this).pressedkeys = keys; // store for other users
@@ -1904,6 +1916,14 @@ void Join(entity this)
        this.team_selected = false;
 }
 
+int GetPlayerLimit()
+{
+       int player_limit = autocvar_g_maxplayers;
+       MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
+       player_limit = M_ARGV(0, int);
+       return player_limit;
+}
+
 /**
  * Determines whether the player is allowed to join. This depends on cvar
  * g_maxplayers, if it isn't used this function always return true, otherwise
@@ -1936,11 +1956,13 @@ int nJoinAllowed(entity this, entity ignore)
                        ++currentlyPlaying;
        });
 
+       int player_limit = GetPlayerLimit();
+
        float free_slots = 0;
-       if (!autocvar_g_maxplayers)
+       if (!player_limit)
                free_slots = maxclients - totalClients;
-       else if(currentlyPlaying < autocvar_g_maxplayers)
-               free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
+       else if(currentlyPlaying < player_limit)
+               free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
 
        static float join_prevent_msg_time = 0;
        if(this && ignore && !free_slots && time > join_prevent_msg_time)
@@ -2397,16 +2419,16 @@ void PlayerPreThink (entity this)
 
        if(IS_PLAYER(this))
        {
-               if (STAT(FROZEN, this) == 2)
+               if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
                        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)
-                               Unfreeze(this);
+                               Unfreeze(this, false);
                }
-               else if (STAT(FROZEN, this) == 3)
+               else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
                        SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
@@ -2419,7 +2441,7 @@ void PlayerPreThink (entity this)
                                        this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
                        }
                        else if (STAT(REVIVE_PROGRESS, this) <= 0)
-                               Unfreeze(this);
+                               Unfreeze(this, false);
                }
        }
 
@@ -2555,7 +2577,7 @@ void DrownPlayer(entity this)
 
 void Player_Physics(entity this)
 {
-       set_movetype(this, this.move_movetype);
+       this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
 
        if(!this.move_qcphysics)
                return;
@@ -2667,7 +2689,7 @@ void PM_UpdateButtons(entity this, entity store)
                store.impulse = this.impulse;
        this.impulse = 0;
 
-       bool typing = this.buttonchat;
+       bool typing = this.buttonchat || this.button14;
 
        store.button0 = (typing) ? 0 : this.button0;
        //button1?!