X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclient.qc;fp=qcsrc%2Fserver%2Fclient.qc;h=6ce1cd62f9234f5fcc91aed550c75863215b66b3;hp=da66ece3bb813fa6776d5c9ad183311ba63218af;hb=cd4892b9fcd32bd4887f0b3bc2503894520945c7;hpb=7ae1ea866c64656f219b530cb14e1eaf36b7f13e diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index da66ece3b..6ce1cd62f 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -23,6 +23,7 @@ #include "bot/api.qh" #include "../common/ent_cs.qh" +#include "../common/wepent.qh" #include #include @@ -112,7 +113,6 @@ bool ClientData_Send(entity this, entity to, int sf) if (e.race_completed) sf |= 1; // forced scoreboard if (to.spectatee_status) sf |= 2; // spectator ent number follows if (e.zoomstate) sf |= 4; // zoomed - if (e.porto_v_angle_held) sf |= 8; // angles held if (autocvar_sv_showspectators) sf |= 16; // show spectators WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); @@ -122,11 +122,6 @@ bool ClientData_Send(entity this, entity to, int sf) { WriteByte(MSG_ENTITY, to.spectatee_status); } - if (sf & 8) - { - WriteAngle(MSG_ENTITY, e.v_angle.x); - WriteAngle(MSG_ENTITY, e.v_angle.y); - } if(sf & 16) { @@ -257,7 +252,7 @@ void PutObserverInServer(entity this) this.view_ofs = '0 0 0'; } - RemoveGrapplingHook(this); + RemoveGrapplingHooks(this); Portal_ClearAll(this); Unfreeze(this); SetSpectatee(this, NULL); @@ -336,7 +331,6 @@ void PutObserverInServer(entity this) this.istypefrag = 0; setthink(this, func_null); this.nextthink = 0; - this.hook_time = 0; this.deadflag = DEAD_NO; this.crouch = false; this.revival_time = 0; @@ -345,10 +339,13 @@ void PutObserverInServer(entity this) this.weapons = '0 0 0'; this.drawonlytoclient = this; - this.weaponname = ""; this.weaponmodel = ""; for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { + if(!this.weaponentities[slot]) + continue; // first load + this.weaponentities[slot].hook_time = 0; + this.weaponentities[slot].weaponname = ""; this.weaponentities[slot] = NULL; } this.exteriorweaponentity = NULL; @@ -360,10 +357,6 @@ void PutObserverInServer(entity this) this.oldvelocity = this.velocity; this.fire_endtime = -1; this.event_damage = func_null; - - STAT(ACTIVEWEAPON, this) = WEP_Null.m_id; - STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id; - STAT(SWITCHWEAPON, this) = WEP_Null.m_id; } int player_getspecies(entity this) @@ -662,7 +655,8 @@ void PutClientInServer(entity this) for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - CL_SpawnWeaponentity(this, weaponentities[slot]); + .entity weaponentity = weaponentities[slot]; + CL_SpawnWeaponentity(this, weaponentity); } this.alpha = default_player_alpha; this.colormod = '1 1 1' * autocvar_g_player_brightness; @@ -677,7 +671,11 @@ void PutClientInServer(entity this) it.wr_resetplayer(it, this); // reload all reloadable weapons if (it.spawnflags & WEP_FLAG_RELOADABLE) { - this.weapon_load[it.m_id] = it.reloading_ammo; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo; + } } )); @@ -698,11 +696,18 @@ void PutClientInServer(entity this) delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor } - PS(this).m_switchweapon = w_getbestweapon(this); - this.cnt = -1; // W_LastWeapon will not complain - PS(this).m_weapon = WEP_Null; - this.weaponname = ""; - PS(this).m_switchingweapon = WEP_Null; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(slot == 0) + this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity); + else + this.(weaponentity).m_switchweapon = WEP_Null; + this.(weaponentity).m_weapon = WEP_Null; + this.(weaponentity).weaponname = ""; + this.(weaponentity).m_switchingweapon = WEP_Null; + this.(weaponentity).cnt = -1; + } if (!warmup_stage && !this.alivetime) this.alivetime = time; @@ -1256,7 +1261,7 @@ void ClientDisconnect(entity this) Unfreeze(this); - RemoveGrapplingHook(this); + RemoveGrapplingHooks(this); // Here, everything has been done that requires this player to be a client. @@ -1687,6 +1692,12 @@ void SpectateCopy(entity this, entity spectatee) setsize(this, spectatee.mins, spectatee.maxs); SetZoomState(this, spectatee.zoomstate); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + this.(weaponentity) = spectatee.(weaponentity); + } + anticheat_spectatecopy(this, spectatee); this.hud = spectatee.hud; if(spectatee.vehicle) @@ -2435,13 +2446,17 @@ void PlayerPreThink (entity this) { this.items &= ~this.items_added; - //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - //{ - //.entity weaponentity = weaponentities[slot]; - //W_WeaponFrame(this, weaponentity); - //} - .entity weaponentity = weaponentities[0]; // TODO - W_WeaponFrame(this, weaponentity); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_WeaponFrame(this, weaponentity); + + if(slot == 0) + { + this.clip_load = this.(weaponentity).clip_load; + this.clip_size = this.(weaponentity).clip_size; + } + } this.items_added = 0; if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01)) @@ -2454,8 +2469,12 @@ void PlayerPreThink (entity this) // WEAPONTODO: Add a weapon request for this // rot vortex charge to the charge limit - if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time) - this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time) + this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); + } if (frametime) player_anim(this); @@ -2480,11 +2499,15 @@ void PlayerPreThink (entity this) // WEAPONTODO: Add weapon request for this if (!zoomstate_set) { - SetZoomState(this, - PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) - || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX) - || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0) - ); + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + Weapon thiswep = this.(weaponentity).m_weapon; + if(thiswep != WEP_Null && thiswep.wr_zoom) + wep_zoomed += thiswep.wr_zoom(thiswep, this); + } + SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed); } if (this.teamkill_soundtime && time > this.teamkill_soundtime) @@ -2507,8 +2530,12 @@ void PlayerPreThink (entity this) // WEAPONTODO: Move into weaponsystem somehow // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring - if (PS(this).m_weapon == WEP_Null) - this.clip_load = this.clip_size = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(this.(weaponentity).m_weapon == WEP_Null) + this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0; + } } void DrownPlayer(entity this)