X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=8c61d6f5682531d89e139ccd62167710a6f44c0c;hp=0229d3ed5734a9aebe9f77021c79e4d249d939bb;hb=49e5f5d2c7423c3c4536a57e6740d79d9b8eec94;hpb=451c0fbf5473c6acc88bafaa0e9c14e5afd3764e diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 0229d3ed57..8c61d6f568 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -322,11 +322,110 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float } } +// g__str: +// If 0, default is used. +// If <0, 0 is used. +// Otherwise, g_str (default value) is used. +// For consistency, negative values there are mapped to zero too. +#define GAMETYPE_DEFAULTED_SETTING(str) \ + ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \ + (gametype_setting_tmp < 0) ? 0 : \ + (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \ + gametype_setting_tmp) + + +void calculate_player_respawn_time() +{ + if(g_ca) + return; + + float gametype_setting_tmp; + float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max); + float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small); + float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large); + float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count); + float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count); + float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); + + float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". + entity pl; + if (teamplay) + { + FOR_EACH_PLAYER(pl) + if (pl != self) + if (pl.team == self.team) + ++pcount; + if (sdelay_small_count == 0) + sdelay_small_count = 1; + if (sdelay_large_count == 0) + sdelay_large_count = 1; + } + else + { + FOR_EACH_PLAYER(pl) + if (pl != self) + ++pcount; + if (sdelay_small_count == 0) + { + if (g_cts) + { + // Players play independently. No point in requiring enemies. + sdelay_small_count = 1; + } + else + { + // Players play AGAINST each other. Enemies required. + sdelay_small_count = 2; + } + } + if (sdelay_large_count == 0) + { + if (g_cts) + { + // Players play independently. No point in requiring enemies. + sdelay_large_count = 1; + } + else + { + // Players play AGAINST each other. Enemies required. + sdelay_large_count = 2; + } + } + } + + float sdelay; + + if (pcount <= sdelay_small_count) + sdelay = sdelay_small; + else if (pcount >= sdelay_large_count) + sdelay = sdelay_large; + else // NOTE: this case implies sdelay_large_count > sdelay_small_count. + sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); + + if(waves) + self.respawn_time = ceil((time + sdelay) / waves) * waves; + else + self.respawn_time = time + sdelay; + + if(sdelay < sdelay_max) + self.respawn_time_max = time + sdelay_max; + else + self.respawn_time_max = self.respawn_time; + + if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75)) + self.respawn_countdown = 10; // first number to count down from is 10 + else + self.respawn_countdown = -1; // do not count down + + if(g_cts || autocvar_g_forced_respawn) + self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; +} + void ClientKill_Now_TeamChange(); void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - float take, save, waves, sdelay, dh, da, j; + float take, save, dh, da, j; vector v; float valid_damage_for_weaponstats; float excess; @@ -577,15 +676,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht Portal_ClearAllLater(self); - if(IS_REAL_CLIENT(self)) - { - self.fixangle = TRUE; - //msg_entity = self; - //WriteByte (MSG_ONE, SVC_SETANGLE); - //WriteAngle (MSG_ONE, self.v_angle_x); - //WriteAngle (MSG_ONE, self.v_angle_y); - //WriteAngle (MSG_ONE, 80); - } + self.fixangle = TRUE; if(defer_ClientKill_Now_TeamChange) ClientKill_Now_TeamChange(); // can turn player into spectator @@ -620,35 +711,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.flags &= ~FL_ONGROUND; // dying animation self.deadflag = DEAD_DYING; - // when to allow respawn - sdelay = 0; - waves = 0; - sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay")); - if(!sdelay) - { - if(g_cts) - sdelay = 0; // no respawn delay in CTS - else - sdelay = autocvar_g_respawn_delay; - } - waves = cvar(strcat("g_", GetGametype(), "_respawn_waves")); - if(!waves) - waves = autocvar_g_respawn_waves; - if(waves) - self.respawn_time = ceil((time + sdelay) / waves) * waves; - else - self.respawn_time = time + sdelay; - if(autocvar_g_respawn_delay_max > sdelay) - self.respawn_time_max = time + autocvar_g_respawn_delay_max; - else - self.respawn_time_max = self.respawn_time; - if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75)) - self.respawn_countdown = 10; // first number to count down from is 10 - else - self.respawn_countdown = -1; // do not count down - if(g_cts || autocvar_g_forced_respawn) - self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; + // when to allow respawn + calculate_player_respawn_time(); self.death_time = time; if (random() < 0.5) @@ -689,7 +754,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f // 0 = reject // -1 = fake accept { - string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr; + string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix; float flood; var .float flood_field; entity head; @@ -734,14 +799,19 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f else namestr = source.netname; + if(strdecolorize(namestr) == namestr) + colorprefix = "^3"; + else + colorprefix = "^7"; + if(msgin != "") { if(privatesay) { - msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7"); + msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7"); privatemsgprefixlen = strlen(msgstr); msgstr = strcat(msgstr, msgin); - cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin); + cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin); if(autocvar_g_chat_teamcolors) privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7"); else @@ -749,12 +819,12 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f } else if(teamsay) { - msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin); - cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin); + msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin); + cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin); } else { - msgstr = strcat("\{1}", namestr, "^7: ", msgin); + msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin); cmsgstr = ""; } msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint