X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclient.qc;h=8c744b17ddb7c1e83991bef002ea0b70adcf522a;hp=120f4c92b3368705ecf246bc58d1d3297209fdfc;hb=68dd7951896cdad48c83fa9930bfe7b00b0c074f;hpb=b721a3ee61a4d3d2d894fe817fb1efdb551052b6 diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 120f4c92b..8c744b17d 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -334,9 +334,10 @@ void PutObserverInServer(entity this) this.fade_time = 0; this.pain_frame = 0; this.pain_finished = 0; - this.strength_finished = 0; - this.invincible_finished = 0; - this.superweapons_finished = 0; + STAT(STRENGTH_FINISHED, this) = 0; + STAT(INVINCIBLE_FINISHED, this) = 0; + STAT(SUPERWEAPONS_FINISHED, this) = 0; + this.air_finished = 0; //this.dphitcontentsmask = 0; this.dphitcontentsmask = DPCONTENTS_SOLID; if (autocvar_g_playerclip_collisions) @@ -588,7 +589,7 @@ void PutPlayerInServer(entity this) PS(this).dual_weapons = '0 0 0'; - this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; + STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; this.items = start_items; @@ -637,8 +638,8 @@ void PutPlayerInServer(entity this) this.punchangle = '0 0 0'; this.punchvector = '0 0 0'; - this.strength_finished = 0; - this.invincible_finished = 0; + STAT(STRENGTH_FINISHED, this) = 0; + STAT(INVINCIBLE_FINISHED, this) = 0; this.fire_endtime = -1; STAT(REVIVE_PROGRESS, this) = 0; this.revival_time = 0; @@ -647,7 +648,7 @@ void PutPlayerInServer(entity this) STAT(BUFFS, this) = 0; STAT(BUFF_TIME, this) = 0; - this.air_finished = time + autocvar_g_balance_contents_drowndelay; + this.air_finished = 0; this.waterlevel = WATERLEVEL_NONE; this.watertype = CONTENT_EMPTY; @@ -686,8 +687,13 @@ void PutPlayerInServer(entity this) IL_REMOVE(g_conveyed, this); this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player if(this.swampslug) - delete(this.swampslug); - this.in_swamp = false; + IL_REMOVE(g_swamped, this); + this.swampslug = NULL; + this.swamp_interval = 0; + IL_EACH(g_counters, it.realowner == this, + { + delete(it); + }); STAT(HUD, this) = HUD_NORMAL; this.event_damage = PlayerDamage; @@ -1041,7 +1047,9 @@ string getwelcomemessage(entity this) modifications = substring(modifications, 2, strlen(modifications) - 2); string versionmessage = GetClientVersionMessage(this); - string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n"); + string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n"); + + s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n"); if(modifications != "") s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n"); @@ -1229,6 +1237,11 @@ void ClientDisconnect(entity this) if (this.chatbubbleentity) delete(this.chatbubbleentity); if (this.killindicator) delete(this.killindicator); + IL_EACH(g_counters, it.realowner == this, + { + delete(it); + }); + WaypointSprite_PlayerGone(this); bot_relinkplayerlist(); @@ -1310,20 +1323,29 @@ void UpdateChatBubble(entity this) void respawn(entity this) { - if(this.alpha >= 0 && autocvar_g_respawn_ghosts) + bool damagedbycontents_prev = this.damagedbycontents; + if(this.alpha >= 0) { - this.solid = SOLID_NOT; - this.takedamage = DAMAGE_NO; - set_movetype(this, MOVETYPE_FLY); - this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed; - this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3; - this.effects |= CSQCMODEL_EF_RESPAWNGHOST; - Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1); - if(autocvar_g_respawn_ghosts_maxtime) - SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5); + if(autocvar_g_respawn_ghosts) + { + this.solid = SOLID_NOT; + this.takedamage = DAMAGE_NO; + this.damagedbycontents = false; + set_movetype(this, MOVETYPE_FLY); + this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed; + this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3; + this.effects |= CSQCMODEL_EF_RESPAWNGHOST; + this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha); + Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1); + if(autocvar_g_respawn_ghosts_time > 0) + SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime); + } + else + SUB_SetFade (this, time, 1); // fade out the corpse immediately } CopyBody(this, 1); + this.damagedbycontents = damagedbycontents_prev; this.effects |= EF_NODRAW; // prevent another CopyBody PutClientInServer(this); @@ -1394,9 +1416,6 @@ void play_countdown(entity this, float finished, Sound samp) void player_powerups(entity this) { - // add a way to see what the items were BEFORE all of these checks for the mutator hook - int items_prev = this.items; - if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped) this.modelflags |= MF_ROCKET; else @@ -1404,9 +1423,24 @@ void player_powerups(entity this) this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); + if (IS_DEAD(this)) + { + if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON)) + { + sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM); + stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound + this.items &= ~ITEM_Strength.m_itemid; + this.items &= ~ITEM_Shield.m_itemid; + this.items -= (this.items & IT_SUPERWEAPON); + } + } + if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed return; + // add a way to see what the items were BEFORE all of these checks for the mutator hook + int items_prev = this.items; + Fire_ApplyDamage(this); Fire_ApplyEffect(this); @@ -1414,9 +1448,9 @@ void player_powerups(entity this) { if (this.items & ITEM_Strength.m_itemid) { - play_countdown(this, this.strength_finished, SND_POWEROFF); + play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF); this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); - if (time > this.strength_finished) + if (time > STAT(STRENGTH_FINISHED, this)) { this.items = this.items - (this.items & ITEM_Strength.m_itemid); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname); @@ -1425,7 +1459,7 @@ void player_powerups(entity this) } else { - if (time < this.strength_finished) + if (time < STAT(STRENGTH_FINISHED, this)) { this.items = this.items | ITEM_Strength.m_itemid; if(!g_cts) @@ -1435,9 +1469,9 @@ void player_powerups(entity this) } if (this.items & ITEM_Shield.m_itemid) { - play_countdown(this, this.invincible_finished, SND_POWEROFF); + play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF); this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); - if (time > this.invincible_finished) + if (time > STAT(INVINCIBLE_FINISHED, this)) { this.items = this.items - (this.items & ITEM_Shield.m_itemid); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname); @@ -1446,7 +1480,7 @@ void player_powerups(entity this) } else { - if (time < this.invincible_finished) + if (time < STAT(INVINCIBLE_FINISHED, this)) { this.items = this.items | ITEM_Shield.m_itemid; if(!g_cts) @@ -1458,7 +1492,7 @@ void player_powerups(entity this) { if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) { - this.superweapons_finished = 0; + STAT(SUPERWEAPONS_FINISHED, this) = 0; this.items = this.items - (this.items & IT_SUPERWEAPON); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST); @@ -1469,8 +1503,8 @@ void player_powerups(entity this) } else { - play_countdown(this, this.superweapons_finished, SND_POWEROFF); - if (time > this.superweapons_finished) + play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF); + if (time > STAT(SUPERWEAPONS_FINISHED, this)) { this.items = this.items - (this.items & IT_SUPERWEAPON); STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS; @@ -1481,7 +1515,7 @@ void player_powerups(entity this) } else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) { - if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS)) + if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS)) { this.items = this.items | IT_SUPERWEAPON; if(!(this.items & IT_UNLIMITED_SUPERWEAPONS)) @@ -1493,13 +1527,13 @@ void player_powerups(entity this) } else { - this.superweapons_finished = 0; + STAT(SUPERWEAPONS_FINISHED, this) = 0; STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS; } } else { - this.superweapons_finished = 0; + STAT(SUPERWEAPONS_FINISHED, this) = 0; } } @@ -1536,8 +1570,10 @@ float CalcRot(float current, float stable, float rotfactor, float rotframetime) return max(stable, current + (stable - current) * rotfactor * rotframetime); } -float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit) +void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod) { + float old = GetResource(this, res); + float current = old; if(current > rotstable) { if(rotframetime > 0) @@ -1555,10 +1591,12 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re } } + float limit = GetResourceLimit(this, res) * limit_mod; if(current > limit) current = limit; - return current; + if (current != old) + SetResource(this, res, current); } void player_regen(entity this) @@ -1588,23 +1626,16 @@ void player_regen(entity this) if(!mutator_returnvalue) if(!STAT(FROZEN, this)) { - float mina, maxa, limith, limita; - maxa = autocvar_g_balance_armor_rotstable; - mina = autocvar_g_balance_armor_regenstable; - limith = GetResourceLimit(this, RES_HEALTH); - limita = GetResourceLimit(this, RES_ARMOR); + float maxa = autocvar_g_balance_armor_rotstable; + float mina = autocvar_g_balance_armor_regenstable; - regen_health_rotstable = regen_health_rotstable * max_mod; - regen_health_stable = regen_health_stable * max_mod; - limith = limith * limit_mod; - limita = limita * limit_mod; + RotRegen(this, RES_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), limit_mod); - SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_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)); - SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_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)); + RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear, + regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear, + rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod); } // if player rotted to death... die! @@ -1619,15 +1650,12 @@ void player_regen(entity this) if (!(this.items & IT_UNLIMITED_AMMO)) { - float minf, maxf, limitf; - - maxf = autocvar_g_balance_fuel_rotstable; - minf = autocvar_g_balance_fuel_regenstable; - limitf = GetResourceLimit(this, RES_FUEL); + float maxf = autocvar_g_balance_fuel_rotstable; + float minf = autocvar_g_balance_fuel_regenstable; - SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_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)); + RotRegen(this, RES_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), 1); } } @@ -1687,9 +1715,10 @@ void SpectateCopy(entity this, entity spectatee) this.items = spectatee.items; STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee); STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee); - this.strength_finished = spectatee.strength_finished; - this.invincible_finished = spectatee.invincible_finished; - this.superweapons_finished = spectatee.superweapons_finished; + STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee); + STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee); + STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee); + this.air_finished = spectatee.air_finished; STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee); STAT(WEAPONS, this) = STAT(WEAPONS, spectatee); this.punchangle = spectatee.punchangle; @@ -1947,6 +1976,8 @@ void Join(entity this) int GetPlayerLimit() { + if(g_duel) + return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen) int player_limit = autocvar_g_maxplayers; MUTATOR_CALLHOOK(GetPlayerLimit, player_limit); player_limit = M_ARGV(0, int); @@ -1993,11 +2024,11 @@ int nJoinAllowed(entity this, entity ignore) 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) + static float msg_time = 0; + if(this && !this.caplayer && ignore && !free_slots && time > msg_time) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT); - join_prevent_msg_time = time + 3; + msg_time = time + 0.5; } return free_slots; @@ -2091,7 +2122,6 @@ bool joinAllowed(entity this) return true; } -.int items_added; .string shootfromfixedorigin; .bool dualwielding_prev; bool PlayerThink(entity this) @@ -2208,8 +2238,6 @@ bool PlayerThink(entity this) // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) { - this.items &= ~this.items_added; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; @@ -2217,12 +2245,6 @@ bool PlayerThink(entity this) W_Vortex_Charge(this, weaponentity, frametime); W_WeaponFrame(this, weaponentity); } - - this.items_added = 0; - if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01)) - this.items_added |= IT_FUEL; - - this.items |= this.items_added; } if (frametime) @@ -2257,7 +2279,7 @@ void ObserverThink(entity this) } if (this.flags & FL_JUMPRELEASED) { - if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) { + if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) { @@ -2275,7 +2297,10 @@ void ObserverThink(entity this) if(this.flags & FL_SPAWNING) { this.flags &= ~FL_SPAWNING; - Join(this); + if(joinAllowed(this)) + Join(this); + else if(time < CS(this).jointime + MIN_SPEC_TIME) + CS(this).autojoin_checked = -1; return; } } @@ -2298,7 +2323,7 @@ void SpectatorThink(entity this) } if (this.flags & FL_JUMPRELEASED) { - if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) { + if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) { @@ -2340,7 +2365,10 @@ void SpectatorThink(entity this) if(this.flags & FL_SPAWNING) { this.flags &= ~FL_SPAWNING; - Join(this); + if(joinAllowed(this)) + Join(this); + else if(time < CS(this).jointime + MIN_SPEC_TIME) + CS(this).autojoin_checked = -1; return; } } @@ -2545,17 +2573,19 @@ void PlayerPreThink (entity this) IntermissionThink(this); return; } - else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME) + else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME) { - CS(this).autojoin_checked = true; + bool early_join_requested = (CS(this).autojoin_checked < 0); + CS(this).autojoin_checked = 1; // don't do this in ClientConnect // many things can go wrong if a client is spawned as player on connection - if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this) + if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this) || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR)) && (!teamplay || autocvar_g_balance_teams))) { campaign_bots_may_start = true; - Join(this); + if(joinAllowed(this)) + Join(this); return; } } @@ -2577,7 +2607,7 @@ void PlayerPreThink (entity this) wep_zoomed += thiswep.wr_zoom(thiswep, this); } SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed); - } + } if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime) { @@ -2609,27 +2639,32 @@ void PlayerPreThink (entity this) void DrownPlayer(entity this) { - if(IS_DEAD(this) || game_stopped || time < game_starttime) + if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle + || STAT(FROZEN, this) || this.watertype != CONTENT_WATER) + { + this.air_finished = 0; return; + } - if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle) + if (this.waterlevel != WATERLEVEL_SUBMERGED) { - if(this.air_finished < time) + if(this.air_finished && this.air_finished < time) PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND); - this.air_finished = time + autocvar_g_balance_contents_drowndelay; - this.air_finished_stat = 0; + this.air_finished = 0; } - else if (this.air_finished < time) - { // drown! - if (this.pain_finished < time) - { - Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0'); - this.pain_finished = time + 0.5; + else + { + if (!this.air_finished) + this.air_finished = time + autocvar_g_balance_contents_drowndelay; + if (this.air_finished < time) + { // drown! + if (this.pain_finished < time) + { + Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0'); + this.pain_finished = time + 0.5; + } } - this.air_finished_stat = this.air_finished; } - else - this.air_finished_stat = this.air_finished; } .bool move_qcphysics; @@ -3117,7 +3152,7 @@ void PM_UpdateButtons(entity this, entity store) store.ping_movementloss = this.ping_movementloss; store.v_angle = this.v_angle; - store.movement = (typing) ? '0 0 0' : this.movement; + store.movement = this.movement; } NET_HANDLE(fpsreport, bool)