X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qc;h=4e4bfd584b499f3de4d9011d16cc0e54de7a7208;hp=39f959d14b9f03f851f6b8edebf6d3efd90008e3;hb=b9b7114ea4f553130e727a77029eece79a041cee;hpb=641c47df604de42c11c68a7d80813b29affcefb2 diff --git a/qcsrc/common/vehicles/sv_vehicles.qc b/qcsrc/common/vehicles/sv_vehicles.qc index 39f959d14..4e4bfd584 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qc +++ b/qcsrc/common/vehicles/sv_vehicles.qc @@ -249,6 +249,7 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound, set_movetype(proj, MOVETYPE_FLYMISSILE); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.bot_dodge = true; proj.bot_dodgerating = _dmg; proj.velocity = _vel; @@ -433,17 +434,15 @@ void vehicles_reset_colors(entity this) void vehicles_clearreturn(entity veh) { // Remove "return helper" entities, if any. - FOREACH_ENTITY_ENT(wp00, veh, + IL_EACH(g_vehicle_returners, it.wp00 == veh, { - if(it.classname == "vehicle_return") - { - it.classname = ""; - setthink(it, SUB_Remove); - it.nextthink = time + 0.1; + it.classname = ""; + setthink(it, SUB_Remove); + it.nextthink = time + 0.1; + IL_REMOVE(g_vehicle_returners, it); - if(it.waypointsprite_attached) - WaypointSprite_Kill(it.waypointsprite_attached); - } + if(it.waypointsprite_attached) + WaypointSprite_Kill(it.waypointsprite_attached); }); } @@ -513,6 +512,7 @@ void vehicles_setreturn(entity veh) vehicles_clearreturn(veh); entity ret = new(vehicle_return); + IL_PUSH(g_vehicle_returners, ret); ret.wp00 = veh; ret.team = veh.team; setthink(ret, vehicles_showwp); @@ -541,7 +541,7 @@ void vehicle_use(entity this, entity actor, entity trigger) else this.active = ACTIVE_ACTIVE; - if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover) + if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !game_stopped) { LOG_DEBUG("Respawning vehicle: ", this.netname); if(this.effects & EF_NODRAW) @@ -739,7 +739,8 @@ void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpa // vehicle enter/exit handling vector vehicles_findgoodexit(entity this, vector prefer_spot) { - tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner); + // TODO: we actually want the player's size here + tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, this.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; @@ -751,7 +752,7 @@ vector vehicles_findgoodexit(entity this, vector prefer_spot) v = randomvec(); v_z = 0; v = v2 + normalize(v) * mysize; - tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner); + tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, this.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return v; } @@ -793,7 +794,7 @@ void vehicles_exit(entity vehic, bool eject) WriteAngle(MSG_ONE, 0); } - setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL)); + setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player)); player.takedamage = DAMAGE_AIM; player.solid = SOLID_SLIDEBOX; @@ -803,10 +804,15 @@ void vehicles_exit(entity vehic, bool eject) player.alpha = 1; player.PlayerPhysplug = func_null; player.vehicle = NULL; - player.view_ofs = STAT(PL_VIEW_OFS, NULL); + player.view_ofs = STAT(PL_VIEW_OFS, player); player.event_damage = PlayerDamage; player.hud = HUD_NORMAL; - PS(player).m_switchweapon = vehic.m_switchweapon; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot) + { + .entity weaponentity = weaponentities[slot]; + player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon; + delete(vehic.(weaponentity)); // no longer needed + } player.last_vehiclecheck = time + 3; player.vehicle_enter_delay = time + 2; @@ -942,7 +948,7 @@ void vehicles_enter(entity pl, entity veh) } else return; - RemoveGrapplingHook(pl); + RemoveGrapplingHooks(pl); veh.vehicle_ammo1 = 0; veh.vehicle_ammo2 = 0; @@ -959,8 +965,8 @@ void vehicles_enter(entity pl, entity veh) veh.vehicle_hudmodel.viewmodelforclient = pl; pl.crouch = false; - pl.view_ofs = STAT(PL_VIEW_OFS, NULL); - setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL)); + pl.view_ofs = STAT(PL_VIEW_OFS, pl); + setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl)); veh.event_damage = vehicles_damage; veh.nextthink = 0; @@ -976,7 +982,12 @@ void vehicles_enter(entity pl, entity veh) veh.colormap = pl.colormap; if(veh.tur_head) veh.tur_head.colormap = pl.colormap; - veh.m_switchweapon = PS(pl).m_switchweapon; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + veh.(weaponentity) = new(temp_wepent); + veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon; + } pl.hud = veh.vehicleid; pl.PlayerPhysplug = veh.PlayerPhysplug; @@ -1076,6 +1087,8 @@ void vehicles_spawn(entity this) this.solid = SOLID_SLIDEBOX; this.takedamage = DAMAGE_AIM; this.deadflag = DEAD_NO; + if(!this.bot_attack) + IL_PUSH(g_bot_targets, this); this.bot_attack = true; this.flags = FL_NOTARGET; this.avelocity = '0 0 0'; @@ -1097,7 +1110,15 @@ void vehicles_spawn(entity this) if(this.vehicle_controller) this.team = this.vehicle_controller.team; - FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it)); + FOREACH_CLIENT(IS_PLAYER(it), + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(it.(weaponentity).hook.aiment == this) + RemoveHook(it.(weaponentity).hook); + } + }); vehicles_reset_colors(this); @@ -1161,9 +1182,11 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop) this.tur_head.owner = this; this.takedamage = DAMAGE_NO; this.bot_attack = true; + IL_PUSH(g_bot_targets, this); this.iscreature = true; this.teleportable = false; // no teleporting for vehicles, too buggy this.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, this); this.vehicleid = info.vehicleid; this.PlayerPhysplug = info.PlayerPhysplug; this.event_damage = func_null; @@ -1221,7 +1244,7 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop) else this.nextthink = time + game_starttime; - if(MUTATOR_CALLHOOK(VehicleSpawn, this)) + if(MUTATOR_CALLHOOK(VehicleInit, this)) return false; return true;