X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclient.qc;h=f34ca30fa1f76d40acb986b714ec1d82a42691f3;hp=9d5be4c80f3cb432d32fd3939aedd59327bbb6e8;hb=92c0d5a07e0b5fa7542313d34bb1d9fe131064e3;hpb=53911d2ce2724f2da23fb6806e491ce795ae4326 diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 9d5be4c80..f34ca30fa 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -338,6 +338,7 @@ void PutObserverInServer(entity this) this.items = 0; this.weapons = '0 0 0'; + this.dual_weapons = '0 0 0'; this.drawonlytoclient = this; this.weaponmodel = ""; @@ -487,249 +488,257 @@ void FixPlayermodel(entity player) setcolor(player, stof(autocvar_sv_defaultplayercolors)); } - -/** Called when a client spawns in the server */ -void PutClientInServer(entity this) +void PutPlayerInServer(entity this) { - if (IS_BOT_CLIENT(this)) { - TRANSMUTE(Player, this); - } else if (IS_REAL_CLIENT(this)) { - msg_entity = this; - WriteByte(MSG_ONE, SVC_SETVIEW); - WriteEntity(MSG_ONE, this); + if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); + + PlayerState_attach(this); + accuracy_resend(this); + + if (this.team < 0) + JoinBestTeam(this, false, true); + + entity spot = SelectSpawnPoint(this, false); + if (!spot) { + Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS); + return; // spawn failed } - if (game_stopped) - TRANSMUTE(Observer, this); - SetSpectatee(this, NULL); + TRANSMUTE(Player, this); - // reset player keys - this.itemkeys = 0; + this.wasplayer = true; + this.iscreature = true; + this.teleportable = TELEPORT_NORMAL; + if(!this.damagedbycontents) + IL_PUSH(g_damagedbycontents, this); + this.damagedbycontents = true; + set_movetype(this, MOVETYPE_WALK); + this.solid = SOLID_SLIDEBOX; + this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; + if (autocvar_g_playerclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; + if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_BOTCLIP; + this.frags = FRAGS_PLAYER; + if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this); + this.flags = FL_CLIENT | FL_PICKUPITEMS; + if (autocvar__notarget) + this.flags |= FL_NOTARGET; + this.takedamage = DAMAGE_AIM; + this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; + this.dmg = 2; // WTF + + if (warmup_stage) { + this.ammo_shells = warmup_start_ammo_shells; + this.ammo_nails = warmup_start_ammo_nails; + this.ammo_rockets = warmup_start_ammo_rockets; + this.ammo_cells = warmup_start_ammo_cells; + this.ammo_plasma = warmup_start_ammo_plasma; + this.ammo_fuel = warmup_start_ammo_fuel; + this.health = warmup_start_health; + this.armorvalue = warmup_start_armorvalue; + this.weapons = WARMUP_START_WEAPONS; + } else { + this.ammo_shells = start_ammo_shells; + this.ammo_nails = start_ammo_nails; + this.ammo_rockets = start_ammo_rockets; + this.ammo_cells = start_ammo_cells; + this.ammo_plasma = start_ammo_plasma; + this.ammo_fuel = start_ammo_fuel; + this.health = start_health; + this.armorvalue = start_armorvalue; + this.weapons = start_weapons; + } + SetSpectatee_status(this, 0); + + this.dual_weapons = '0 0 0'; + + this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; + + this.items = start_items; + + this.spawnshieldtime = time + autocvar_g_spawnshieldtime; + this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; + this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; + this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; + this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; + // extend the pause of rotting if client was reset at the beginning of the countdown + if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? + float f = game_starttime - time; + this.spawnshieldtime += f; + this.pauserotarmor_finished += f; + this.pauserothealth_finished += f; + this.pauseregen_finished += f; + } + this.damageforcescale = 2; + this.death_time = 0; + this.respawn_flags = 0; + this.respawn_time = 0; + this.stat_respawn_time = 0; + this.scale = autocvar_sv_player_scale; + this.fade_time = 0; + this.pain_frame = 0; + this.pain_finished = 0; + this.pushltime = 0; + setthink(this, func_null); // players have no think function + this.nextthink = 0; + this.dmg_team = 0; + this.ballistics_density = autocvar_g_ballistics_density_player; - MUTATOR_CALLHOOK(PutClientInServer, this); + this.deadflag = DEAD_NO; - if (IS_OBSERVER(this)) { - PutObserverInServer(this); - } else if (IS_PLAYER(this)) { - if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); + this.angles = spot.angles; + this.angles_z = 0; // never spawn tilted even if the spot says to + if (IS_BOT_CLIENT(this)) + this.v_angle = this.angles; + this.fixangle = true; // turn this way immediately + this.oldvelocity = this.velocity = '0 0 0'; + this.avelocity = '0 0 0'; + this.punchangle = '0 0 0'; + this.punchvector = '0 0 0'; - PlayerState_attach(this); - accuracy_resend(this); + this.strength_finished = 0; + this.invincible_finished = 0; + this.fire_endtime = -1; + this.revive_progress = 0; + this.revival_time = 0; + this.air_finished = time + 12; - if (this.team < 0) - JoinBestTeam(this, false, true); + entity spawnevent = new_pure(spawnevent); + spawnevent.owner = this; + Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send); - entity spot = SelectSpawnPoint(this, false); - if (!spot) { - Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS); - return; // spawn failed - } + // Cut off any still running player sounds. + stopsound(this, CH_PLAYER_SINGLE); - TRANSMUTE(Player, this); + this.model = ""; + FixPlayermodel(this); + this.drawonlytoclient = NULL; - this.wasplayer = true; - this.iscreature = true; - this.teleportable = TELEPORT_NORMAL; - if(!this.damagedbycontents) - IL_PUSH(g_damagedbycontents, this); - this.damagedbycontents = true; - set_movetype(this, MOVETYPE_WALK); - this.solid = SOLID_SLIDEBOX; - this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; - if (autocvar_g_playerclip_collisions) - this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; - if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions) - this.dphitcontentsmask |= DPCONTENTS_BOTCLIP; - this.frags = FRAGS_PLAYER; - if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this); - this.flags = FL_CLIENT | FL_PICKUPITEMS; - if (autocvar__notarget) - this.flags |= FL_NOTARGET; - this.takedamage = DAMAGE_AIM; - this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; - this.dmg = 2; // WTF - - if (warmup_stage) { - this.ammo_shells = warmup_start_ammo_shells; - this.ammo_nails = warmup_start_ammo_nails; - this.ammo_rockets = warmup_start_ammo_rockets; - this.ammo_cells = warmup_start_ammo_cells; - this.ammo_plasma = warmup_start_ammo_plasma; - this.ammo_fuel = warmup_start_ammo_fuel; - this.health = warmup_start_health; - this.armorvalue = warmup_start_armorvalue; - this.weapons = WARMUP_START_WEAPONS; - } else { - this.ammo_shells = start_ammo_shells; - this.ammo_nails = start_ammo_nails; - this.ammo_rockets = start_ammo_rockets; - this.ammo_cells = start_ammo_cells; - this.ammo_plasma = start_ammo_plasma; - this.ammo_fuel = start_ammo_fuel; - this.health = start_health; - this.armorvalue = start_armorvalue; - this.weapons = start_weapons; - } - SetSpectatee_status(this, 0); - - this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; - - this.items = start_items; - - this.spawnshieldtime = time + autocvar_g_spawnshieldtime; - this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; - this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; - this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; - this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; - // extend the pause of rotting if client was reset at the beginning of the countdown - if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? - float f = game_starttime - time; - this.spawnshieldtime += f; - this.pauserotarmor_finished += f; - this.pauserothealth_finished += f; - this.pauseregen_finished += f; - } - this.damageforcescale = 2; - this.death_time = 0; - this.respawn_flags = 0; - this.respawn_time = 0; - this.stat_respawn_time = 0; - this.scale = autocvar_sv_player_scale; - this.fade_time = 0; - this.pain_frame = 0; - this.pain_finished = 0; - this.pushltime = 0; - setthink(this, func_null); // players have no think function - this.nextthink = 0; - this.dmg_team = 0; - this.ballistics_density = autocvar_g_ballistics_density_player; - - this.deadflag = DEAD_NO; - - this.angles = spot.angles; - this.angles_z = 0; // never spawn tilted even if the spot says to - if (IS_BOT_CLIENT(this)) - this.v_angle = this.angles; - this.fixangle = true; // turn this way immediately - this.oldvelocity = this.velocity = '0 0 0'; - this.avelocity = '0 0 0'; - this.punchangle = '0 0 0'; - this.punchvector = '0 0 0'; - - this.strength_finished = 0; - this.invincible_finished = 0; - this.fire_endtime = -1; - this.revive_progress = 0; - this.revival_time = 0; - this.air_finished = time + 12; - - entity spawnevent = new_pure(spawnevent); - spawnevent.owner = this; - Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send); - - // Cut off any still running player sounds. - stopsound(this, CH_PLAYER_SINGLE); - - this.model = ""; - FixPlayermodel(this); - this.drawonlytoclient = NULL; - - this.viewloc = NULL; - - this.crouch = false; - this.view_ofs = STAT(PL_VIEW_OFS, this); - setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); - this.spawnorigin = spot.origin; - setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24)); - // don't reset back to last position, even if new position is stuck in solid - this.oldorigin = this.origin; - this.prevorigin = this.origin; - this.lastteleporttime = time; // prevent insane speeds due to changing origin - if(this.conveyor) - IL_REMOVE(g_conveyed, this); - this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player - this.hud = HUD_NORMAL; - - this.event_damage = PlayerDamage; - - if(!this.bot_attack) - IL_PUSH(g_bot_targets, this); - this.bot_attack = true; - this.monster_attack = true; - navigation_dynamicgoal_init(this, false); - - PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; - - if (this.killcount == FRAGS_SPECTATOR) { - PlayerScore_Clear(this); - this.killcount = 0; - } + this.viewloc = NULL; - for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - entity oldwep = this.(weaponentity); - CL_SpawnWeaponentity(this, weaponentity); - if(oldwep && oldwep.owner == this) - this.(weaponentity).m_gunalign = oldwep.m_gunalign; - } - this.alpha = default_player_alpha; - this.colormod = '1 1 1' * autocvar_g_player_brightness; - this.exteriorweaponentity.alpha = default_weapon_alpha; + this.crouch = false; + this.view_ofs = STAT(PL_VIEW_OFS, this); + setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); + this.spawnorigin = spot.origin; + setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24)); + // don't reset back to last position, even if new position is stuck in solid + this.oldorigin = this.origin; + this.prevorigin = this.origin; + this.lastteleporttime = time; // prevent insane speeds due to changing origin + if(this.conveyor) + IL_REMOVE(g_conveyed, this); + this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player + this.hud = HUD_NORMAL; + + this.event_damage = PlayerDamage; + + if(!this.bot_attack) + IL_PUSH(g_bot_targets, this); + this.bot_attack = true; + if(!this.monster_attack) + IL_PUSH(g_monster_targets, this); + this.monster_attack = true; + navigation_dynamicgoal_init(this, false); + + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; + + if (this.killcount == FRAGS_SPECTATOR) { + PlayerScore_Clear(this); + this.killcount = 0; + } - this.speedrunning = false; + for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + entity oldwep = this.(weaponentity); + CL_SpawnWeaponentity(this, weaponentity); + if(oldwep && oldwep.owner == this) + this.(weaponentity).m_gunalign = oldwep.m_gunalign; + } + this.alpha = default_player_alpha; + this.colormod = '1 1 1' * autocvar_g_player_brightness; + this.exteriorweaponentity.alpha = default_weapon_alpha; + + this.speedrunning = false; - target_voicescript_clear(this); + target_voicescript_clear(this); - // reset fields the weapons may use - FOREACH(Weapons, true, LAMBDA( - it.wr_resetplayer(it, this); + // reset fields the weapons may use + FOREACH(Weapons, true, LAMBDA( + it.wr_resetplayer(it, this); // reload all reloadable weapons - if (it.spawnflags & WEP_FLAG_RELOADABLE) { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo; - } + if (it.spawnflags & WEP_FLAG_RELOADABLE) { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo; } - )); - - { - string s = spot.target; - spot.target = string_null; - SUB_UseTargets(spot, this, NULL); - spot.target = s; } + )); - Unfreeze(this); + { + string s = spot.target; + spot.target = string_null; + SUB_UseTargets(spot, this, NULL); + spot.target = s; + } - MUTATOR_CALLHOOK(PlayerSpawn, this, spot); + Unfreeze(this); - if (autocvar_spawn_debug) - { - sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); - delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor - } + MUTATOR_CALLHOOK(PlayerSpawn, this, spot); - 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 (autocvar_spawn_debug) + { + sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); + delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor + } + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(slot == 0 || autocvar_g_weaponswitch_debug == 1) + 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; + } + + MUTATOR_CALLHOOK(PlayerWeaponSelect, this); + + if (!warmup_stage && !this.alivetime) + this.alivetime = time; + + antilag_clear(this, CS(this)); +} + +/** Called when a client spawns in the server */ +void PutClientInServer(entity this) +{ + if (IS_BOT_CLIENT(this)) { + TRANSMUTE(Player, this); + } else if (IS_REAL_CLIENT(this)) { + msg_entity = this; + WriteByte(MSG_ONE, SVC_SETVIEW); + WriteEntity(MSG_ONE, this); + } + if (game_stopped) + TRANSMUTE(Observer, this); - MUTATOR_CALLHOOK(PlayerWeaponSelect, this); + SetSpectatee(this, NULL); + + // reset player keys + this.itemkeys = 0; - if (!warmup_stage && !this.alivetime) - this.alivetime = time; + MUTATOR_CALLHOOK(PutClientInServer, this); - antilag_clear(this, CS(this)); + if (IS_OBSERVER(this)) { + PutObserverInServer(this); + } else if (IS_PLAYER(this)) { + PutPlayerInServer(this); } } @@ -812,7 +821,7 @@ SetChangeParms void SetChangeParms (entity this) { // save parms for level change - parm1 = this.parm_idlesince - time; + parm1 = CS(this).parm_idlesince - time; MUTATOR_CALLHOOK(SetChangeParms); } @@ -825,12 +834,12 @@ DecodeLevelParms void DecodeLevelParms(entity this) { // load parms - this.parm_idlesince = parm1; - if (this.parm_idlesince == -(86400 * 366)) - this.parm_idlesince = time; + CS(this).parm_idlesince = parm1; + if (CS(this).parm_idlesince == -(86400 * 366)) + CS(this).parm_idlesince = time; // whatever happens, allow 60 seconds of idling directly after connect for map loading - this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60); + CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60); MUTATOR_CALLHOOK(DecodeLevelParms); } @@ -846,19 +855,19 @@ Called when a client types 'kill' in the console .float clientkill_nexttime; void ClientKill_Now_TeamChange(entity this) { - if(this.killindicator_teamchange == -1) + if(CS(this).killindicator_teamchange == -1) { JoinBestTeam( this, false, true ); } - else if(this.killindicator_teamchange == -2) + else if(CS(this).killindicator_teamchange == -2) { if(blockSpectators) Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); PutObserverInServer(this); } else - SV_ChangeTeam(this, this.killindicator_teamchange - 1); - this.killindicator_teamchange = 0; + SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1); + CS(this).killindicator_teamchange = 0; } void ClientKill_Now(entity this) @@ -866,7 +875,7 @@ void ClientKill_Now(entity this) if(this.vehicle) { vehicles_exit(this.vehicle, VHEF_RELEASE); - if(!this.killindicator_teamchange) + if(!CS(this).killindicator_teamchange) { this.vehicle_health = -1; Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0'); @@ -878,7 +887,7 @@ void ClientKill_Now(entity this) this.killindicator = NULL; - if(this.killindicator_teamchange) + if(CS(this).killindicator_teamchange) ClientKill_Now_TeamChange(this); if(!IS_SPEC(this) && !IS_OBSERVER(this)) @@ -907,7 +916,7 @@ void KillIndicator_Think(entity this) ClientKill_Now(this.owner); return; } - else if(g_cts && this.health == 1) // health == 1 means that it's silent + else if(this.health == 1) // health == 1 means that it's silent { this.nextthink = time + 1; this.cnt -= 1; @@ -937,13 +946,11 @@ void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, killtime = autocvar_g_balance_kill_delay; - if(g_race_qualifying || g_cts) - killtime = 0; - if(MUTATOR_CALLHOOK(ClientKill, this, killtime)) return; + killtime = M_ARGV(1, float); - this.killindicator_teamchange = targetteam; + CS(this).killindicator_teamchange = targetteam; if(!this.killindicator) { @@ -1040,28 +1047,44 @@ void FixClientCvars(entity e) if(autocvar_sv_gentle) stuffcmd(e, "cl_cmd settemp cl_gentle 1\n"); + stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min)); + stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max)); + MUTATOR_CALLHOOK(FixClientCvars, e); } -float PlayerInIDList(entity p, string idlist) +bool findinlist_abbrev(string tofind, string list) +{ + // this function allows abbreviated strings! + FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)), + { + return true; + }); + + return false; +} + +bool PlayerInIPList(entity p, string iplist) { - float n, i; - string s; + // some safety checks (never allow local?) + if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p)) + return false; + return findinlist_abbrev(p.netaddress, iplist); +} + +bool PlayerInIDList(entity p, string idlist) +{ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this - if (!p.crypto_idfp) - return 0; + if(!p.crypto_idfp) + return false; - // this function allows abbreviated player IDs too! - n = tokenize_console(idlist); - for(i = 0; i < n; ++i) - { - s = argv(i); - if(s == substring(p.crypto_idfp, 0, strlen(s))) - return 1; - } + return findinlist_abbrev(p.crypto_idfp, idlist); +} - return 0; +bool PlayerInList(entity player, string list) +{ + return PlayerInIDList(player, list) || PlayerInIPList(player, list); } #ifdef DP_EXT_PRECONNECT @@ -1120,10 +1143,10 @@ void ClientConnect(entity this) } } } - else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1; - else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2; - else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3; - else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4; + else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1; + else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2; + else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3; + else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4; else switch (autocvar_g_forced_team_otherwise) { default: this.team_forced = 0; break; @@ -1440,7 +1463,8 @@ void player_powerups(entity this) if (time < this.strength_finished) { this.items = this.items | ITEM_Strength.m_itemid; - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname); + if(!g_cts) + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH); } } @@ -1460,7 +1484,8 @@ void player_powerups(entity this) if (time < this.invincible_finished) { this.items = this.items | ITEM_Shield.m_itemid; - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname); + if(!g_cts) + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD); } } @@ -1494,7 +1519,8 @@ void player_powerups(entity this) if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS)) { this.items = this.items | IT_SUPERWEAPON; - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname); + 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 @@ -1647,16 +1673,16 @@ void GetPressedKeys(entity this) { MUTATOR_CALLHOOK(GetPressedKeys, this); int keys = STAT(PRESSED_KEYS, this); - keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0); - keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0); - keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0); - keys = BITSET(keys, KEY_LEFT, this.movement.y < 0); + keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0); + keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0); + keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0); + 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_ATCK, PHYS_INPUT_BUTTON_ATCK(this)); keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this)); - this.pressedkeys = keys; // store for other users + CS(this).pressedkeys = keys; // store for other users STAT(PRESSED_KEYS, this) = keys; } @@ -1685,7 +1711,7 @@ void SpectateCopy(entity this, entity spectatee) this.clip_size = spectatee.clip_size; this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance this.health = spectatee.health; - this.impulse = 0; + CS(this).impulse = 0; this.items = spectatee.items; this.last_pickup = spectatee.last_pickup; this.hit_time = spectatee.hit_time; @@ -1694,6 +1720,7 @@ void SpectateCopy(entity this, entity spectatee) this.superweapons_finished = spectatee.superweapons_finished; STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee); this.weapons = spectatee.weapons; + this.dual_weapons = spectatee.dual_weapons; this.vortex_charge = spectatee.vortex_charge; this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo; this.hagar_load = spectatee.hagar_load; @@ -1806,6 +1833,9 @@ void SetSpectatee_status(entity this, int spectatee_num) void SetSpectatee(entity this, entity spectatee) { + if(IS_BOT_CLIENT(this)) + return; // bots abuse .enemy, this code is useless to them + entity old_spectatee = this.enemy; this.enemy = spectatee; @@ -1946,6 +1976,7 @@ void Join(entity this) PutClientInServer(this); + if(IS_PLAYER(this)) if(teamplay && this.team != -1) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname); else @@ -2075,12 +2106,199 @@ bool joinAllowed(entity this) return true; } +.int items_added; +bool PlayerThink(entity this) +{ + CheckRules_Player(this); + + if (game_stopped || intermission_running) { + this.modelflags &= ~MF_ROCKET; + if(intermission_running) + IntermissionThink(this); + return false; + } + + if (timeout_status == TIMEOUT_ACTIVE) { + // don't allow the player to turn around while game is paused + // FIXME turn this into CSQC stuff + this.v_angle = this.lastV_angle; + this.angles = this.lastV_angle; + this.fixangle = true; + } + + if (frametime) player_powerups(this); + + if (IS_DEAD(this)) { + if (this.personal && g_race_qualifying) { + if (time > this.respawn_time) { + STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second + respawn(this); + CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse; + } + } else { + if (frametime) player_anim(this); + + if (this.respawn_flags & RESPAWN_DENY) + { + STAT(RESPAWN_TIME, this) = 0; + return false; + } + + bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this)); + + switch(this.deadflag) + { + case DEAD_DYING: + { + if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max)) + this.deadflag = DEAD_RESPAWNING; + else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))) + this.deadflag = DEAD_DEAD; + break; + } + case DEAD_DEAD: + { + if (button_pressed) + this.deadflag = DEAD_RESPAWNABLE; + else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)) + this.deadflag = DEAD_RESPAWNING; + break; + } + case DEAD_RESPAWNABLE: + { + if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE)) + this.deadflag = DEAD_RESPAWNING; + break; + } + case DEAD_RESPAWNING: + { + if (time > this.respawn_time) + { + this.respawn_time = time + 1; // only retry once a second + this.respawn_time_max = this.respawn_time; + respawn(this); + } + break; + } + } + + ShowRespawnCountdown(this); + + if (this.respawn_flags & RESPAWN_SILENT) + STAT(RESPAWN_TIME, this) = 0; + else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max) + { + if (time < this.respawn_time) + STAT(RESPAWN_TIME, this) = this.respawn_time; + else if (this.deadflag != DEAD_RESPAWNING) + STAT(RESPAWN_TIME, this) = -this.respawn_time_max; + } + else + STAT(RESPAWN_TIME, this) = this.respawn_time; + } + + // if respawning, invert stat_respawn_time to indicate this, the client translates it + if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0) + STAT(RESPAWN_TIME, this) *= -1; + + return false; + } + + this.prevorigin = this.origin; + + bool have_hook = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(this.(weaponentity).hook.state) + { + have_hook = true; + break; + } + } + bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this); + if (have_hook) { + do_crouch = false; + } else if (this.waterlevel >= WATERLEVEL_SWIMMING) { + do_crouch = false; + } else if (this.vehicle) { + do_crouch = false; + } else if (STAT(FROZEN, this)) { + do_crouch = false; + } + + if (do_crouch) { + if (!this.crouch) { + this.crouch = true; + this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this); + setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this)); + // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway + } + } else if (this.crouch) { + tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this); + if (!trace_startsolid) { + this.crouch = false; + this.view_ofs = STAT(PL_VIEW_OFS, this); + setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); + } + } + + FixPlayermodel(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]; + 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)) + this.items_added |= IT_FUEL; + + this.items |= this.items_added; + } + + player_regen(this); + + // WEAPONTODO: Add a weapon request for this + // rot vortex charge to the charge limit + 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); + + // secret status + secrets_setstatus(this); + + // monsters status + monsters_setstatus(this); + + this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime); + + return true; +} + void ObserverThink(entity this) { - if ( this.impulse ) + if ( CS(this).impulse ) { - MinigameImpulse(this, this.impulse); - this.impulse = 0; + MinigameImpulse(this, CS(this).impulse); + CS(this).impulse = 0; } if (this.flags & FL_JUMPRELEASED) { @@ -2111,15 +2329,15 @@ void ObserverThink(entity this) void SpectatorThink(entity this) { - if ( this.impulse ) + if ( CS(this).impulse ) { - if(MinigameImpulse(this, this.impulse)) - this.impulse = 0; + if(MinigameImpulse(this, CS(this).impulse)) + CS(this).impulse = 0; - if (this.impulse == IMP_weapon_drop.impulse) + if (CS(this).impulse == IMP_weapon_drop.impulse) { STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3; - this.impulse = 0; + CS(this).impulse = 0; return; } } @@ -2128,7 +2346,7 @@ void SpectatorThink(entity this) if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; - } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) { + } 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)) { this.flags &= ~FL_JUMPRELEASED; if(SpectateNext(this)) { TRANSMUTE(Spectator, this); @@ -2136,8 +2354,8 @@ void SpectatorThink(entity this) TRANSMUTE(Observer, this); PutClientInServer(this); } - this.impulse = 0; - } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) { + CS(this).impulse = 0; + } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) { this.flags &= ~FL_JUMPRELEASED; if(SpectatePrev(this)) { TRANSMUTE(Spectator, this); @@ -2145,7 +2363,7 @@ void SpectatorThink(entity this) TRANSMUTE(Observer, this); PutClientInServer(this); } - this.impulse = 0; + CS(this).impulse = 0; } else if (PHYS_INPUT_BUTTON_ATCK2(this)) { this.flags &= ~FL_JUMPRELEASED; TRANSMUTE(Observer, this); @@ -2228,9 +2446,7 @@ PlayerPreThink Called every frame for each client before the physics are run ============= */ -.float usekeypressed; .float last_vehiclecheck; -.int items_added; void PlayerPreThink (entity this) { WarpZone_PlayerPhysics_FixVAngle(this); @@ -2344,188 +2560,17 @@ void PlayerPreThink (entity this) if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button { - if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed) + if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed) PlayerUseKey(this); - this.usekeypressed = PHYS_INPUT_BUTTON_USE(this); + CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this); } if (IS_REAL_CLIENT(this)) PrintWelcomeMessage(this); if (IS_PLAYER(this)) { - CheckRules_Player(this); - - if (game_stopped || intermission_running) { - this.modelflags &= ~MF_ROCKET; - if(intermission_running) - IntermissionThink(this); - return; - } - - if (timeout_status == TIMEOUT_ACTIVE) { - // don't allow the player to turn around while game is paused - // FIXME turn this into CSQC stuff - this.v_angle = this.lastV_angle; - this.angles = this.lastV_angle; - this.fixangle = true; - } - - if (frametime) player_powerups(this); - - if (IS_DEAD(this)) { - if (this.personal && g_race_qualifying) { - if (time > this.respawn_time) { - STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second - respawn(this); - this.impulse = CHIMPULSE_SPEEDRUN.impulse; - } - } else { - if (frametime) player_anim(this); - bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this)); - - switch(this.deadflag) - { - case DEAD_DYING: - { - if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max)) - this.deadflag = DEAD_RESPAWNING; - else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))) - this.deadflag = DEAD_DEAD; - break; - } - case DEAD_DEAD: - { - if (button_pressed) - this.deadflag = DEAD_RESPAWNABLE; - else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)) - this.deadflag = DEAD_RESPAWNING; - break; - } - case DEAD_RESPAWNABLE: - { - if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE)) - this.deadflag = DEAD_RESPAWNING; - break; - } - case DEAD_RESPAWNING: - { - if (time > this.respawn_time) - { - this.respawn_time = time + 1; // only retry once a second - this.respawn_time_max = this.respawn_time; - respawn(this); - } - break; - } - } - - ShowRespawnCountdown(this); - - if (this.respawn_flags & RESPAWN_SILENT) - STAT(RESPAWN_TIME, this) = 0; - else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max) - { - if (time < this.respawn_time) - STAT(RESPAWN_TIME, this) = this.respawn_time; - else if (this.deadflag != DEAD_RESPAWNING) - STAT(RESPAWN_TIME, this) = -this.respawn_time_max; - } - else - STAT(RESPAWN_TIME, this) = this.respawn_time; - } - - // if respawning, invert stat_respawn_time to indicate this, the client translates it - if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0) - STAT(RESPAWN_TIME, this) *= -1; - + if(!PlayerThink(this)) return; - } - - this.prevorigin = this.origin; - - bool have_hook = false; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(this.(weaponentity).hook.state) - { - have_hook = true; - break; - } - } - bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this); - if (have_hook) { - do_crouch = false; - } else if (this.waterlevel >= WATERLEVEL_SWIMMING) { - do_crouch = false; - } else if (this.vehicle) { - do_crouch = false; - } else if (STAT(FROZEN, this)) { - do_crouch = false; - } - - if (do_crouch) { - if (!this.crouch) { - this.crouch = true; - this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this); - setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this)); - // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway - } - } else if (this.crouch) { - tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this); - if (!trace_startsolid) { - this.crouch = false; - this.view_ofs = STAT(PL_VIEW_OFS, this); - setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); - } - } - - FixPlayermodel(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]; - 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)) - this.items_added |= IT_FUEL; - - this.items |= this.items_added; - } - - player_regen(this); - - // WEAPONTODO: Add a weapon request for this - // rot vortex charge to the charge limit - 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); - - // secret status - secrets_setstatus(this); - - // monsters status - monsters_setstatus(this); - - this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime); } else if (game_stopped || intermission_running) { if(intermission_running) @@ -2552,11 +2597,11 @@ void PlayerPreThink (entity this) SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed); } - if (this.teamkill_soundtime && time > this.teamkill_soundtime) + if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime) { - this.teamkill_soundtime = 0; + CS(this).teamkill_soundtime = 0; - entity e = this.teamkill_soundsource; + entity e = CS(this).teamkill_soundsource; entity oldpusher = e.pusher; e.pusher = this; PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY); @@ -2611,12 +2656,12 @@ void Player_Physics(entity this) if(!this.move_qcphysics) return; - if(!frametime && !this.pm_frametime) + if(!frametime && !CS(this).pm_frametime) return; - Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true); + Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true); - this.pm_frametime = 0; + CS(this).pm_frametime = 0; } /* @@ -2626,7 +2671,6 @@ PlayerPostThink Called every frame for each client after the physics are run ============= */ -.float idlekick_lasttimeleft; void PlayerPostThink (entity this) { Player_Physics(this); @@ -2647,19 +2691,19 @@ void PlayerPostThink (entity this) if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots) { /* do nothing */ } - else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10 + else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10 { - if (this.idlekick_lasttimeleft) + if (CS(this).idlekick_lasttimeleft) { - this.idlekick_lasttimeleft = 0; + CS(this).idlekick_lasttimeleft = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING); } } else { - float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince)); + float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince)); if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10 - if (!this.idlekick_lasttimeleft) + if (!CS(this).idlekick_lasttimeleft) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft); } if (timeleft <= 0) { @@ -2668,10 +2712,10 @@ void PlayerPostThink (entity this) return; } else if (timeleft <= 10) { - if (timeleft != this.idlekick_lasttimeleft) { + if (timeleft != CS(this).idlekick_lasttimeleft) { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); } - this.idlekick_lasttimeleft = timeleft; + CS(this).idlekick_lasttimeleft = timeleft; } } } @@ -2690,7 +2734,7 @@ void PlayerPostThink (entity this) DrownPlayer(this); CheckRules_Player(this); UpdateChatBubble(this); - if (this.impulse) ImpulseCommands(this); + if (CS(this).impulse) ImpulseCommands(this); if (game_stopped) { CSQCMODEL_AUTOUPDATE(this); @@ -2708,3 +2752,43 @@ void PlayerPostThink (entity this) CSQCMODEL_AUTOUPDATE(this); } + +// hack to copy the button fields from the client entity to the Client State +void PM_UpdateButtons(entity this, entity store) +{ + if(this.impulse) + store.impulse = this.impulse; + this.impulse = 0; + + store.button0 = this.button0; + store.button2 = this.button2; + store.button3 = this.button3; + store.button4 = this.button4; + store.button5 = this.button5; + store.button6 = this.button6; + store.button7 = this.button7; + store.button8 = this.button8; + store.button9 = this.button9; + store.button10 = this.button10; + store.button11 = this.button11; + store.button12 = this.button12; + store.button13 = this.button13; + store.button14 = this.button14; + store.button15 = this.button15; + store.button16 = this.button16; + store.buttonuse = this.buttonuse; + store.buttonchat = this.buttonchat; + + store.cursor_active = this.cursor_active; + store.cursor_screen = this.cursor_screen; + store.cursor_trace_start = this.cursor_trace_start; + store.cursor_trace_endpos = this.cursor_trace_endpos; + store.cursor_trace_ent = this.cursor_trace_ent; + + store.ping = this.ping; + store.ping_packetloss = this.ping_packetloss; + store.ping_movementloss = this.ping_movementloss; + + store.v_angle = this.v_angle; + store.movement = this.movement; +}