X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=26fc9e659204d7bf6305a5d2483bf1b2b4ba9819;hp=2658c1830d34bca314d8c0dfe90ff465cbac6524;hb=d865de7a9a17c5a1d9286aec40f68c3530697660;hpb=eafa105d2337fe62cd1d4db2ac831b06a591b454 diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index 2658c1830d..26fc9e6592 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -1,8 +1,10 @@ #include "player.qh" +#include #include "bot/api.qh" #include "cheats.qh" #include "g_damage.qh" +#include "handicap.qh" #include "g_subs.qh" #include "miscfunctions.qh" #include "portals.qh" @@ -21,7 +23,7 @@ #include "../common/minigames/sv_minigames.qh" #include "../common/physics/player.qh" -#include "../common/effects/qc/all.qh" +#include "../common/effects/qc/_mod.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" #include "../common/triggers/include.qh" #include "../common/wepent.qh" @@ -97,7 +99,6 @@ void CopyBody(entity this, float keepvelocity) clone.move_qcphysics = false; // don't run gamecode logic on clones, too many set_movetype(clone, this.move_movetype); clone.solid = this.solid; - clone.ballistics_density = this.ballistics_density; clone.takedamage = this.takedamage; setcefc(clone, getcefc(this)); clone.uncustomizeentityforclient = this.uncustomizeentityforclient; @@ -111,7 +112,6 @@ void CopyBody(entity this, float keepvelocity) //clone.weapon = this.weapon; setorigin(clone, this.origin); setsize(clone, this.mins, this.maxs); - clone.prevorigin = this.origin; clone.reset = SUB_Remove; clone._ps = this._ps; @@ -237,10 +237,10 @@ void calculate_player_respawn_time(entity this) float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". if (teamplay) { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA( + FOREACH_CLIENT(IS_PLAYER(it) && it != this, { if(it.team == this.team) ++pcount; - )); + }); if (sdelay_small_count == 0) sdelay_small_count = 1; if (sdelay_large_count == 0) @@ -248,12 +248,12 @@ void calculate_player_respawn_time(entity this) } else { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA( + FOREACH_CLIENT(IS_PLAYER(it) && it != this, { ++pcount; - )); + }); if (sdelay_small_count == 0) { - if (g_cts) + if (IS_INDEPENDENT_PLAYER(this)) { // Players play independently. No point in requiring enemies. sdelay_small_count = 1; @@ -266,7 +266,7 @@ void calculate_player_respawn_time(entity this) } if (sdelay_large_count == 0) { - if (g_cts) + if (IS_INDEPENDENT_PLAYER(this)) { // Players play independently. No point in requiring enemies. sdelay_large_count = 1; @@ -311,7 +311,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { float take, save, dh, da; vector v; - float valid_damage_for_weaponstats; float excess; dh = max(this.health, 0); @@ -319,9 +318,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(!DEATH_ISSPECIAL(deathtype)) { - damage *= bound(1.0, this.cvar_cl_handicap, 10.0); - if(this != attacker) - damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0); + damage *= Handicap_GetTotalHandicap(this); + if (this != attacker && IS_PLAYER(attacker)) + { + damage /= Handicap_GetTotalHandicap(attacker); + } } if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) @@ -474,17 +475,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if (this != attacker) { float realdmg = damage - excess; if (IS_PLAYER(attacker)) { - PlayerScore_Add(attacker, SP_DMG, realdmg); + GameRules_scoring_add(attacker, DMG, realdmg); } if (IS_PLAYER(this)) { - PlayerScore_Add(this, SP_DMGTAKEN, realdmg); + GameRules_scoring_add(this, DMGTAKEN, realdmg); } } bool abot = (IS_BOT_CLIENT(attacker)); bool vbot = (IS_BOT_CLIENT(this)); - valid_damage_for_weaponstats = 0; + bool valid_damage_for_weaponstats = false; Weapon awep = WEP_Null; .entity weaponentity = weaponentities[0]; // TODO: unhardcode @@ -497,7 +498,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, awep = attacker.(weaponentity).m_weapon; else awep = DEATH_WEAPONOF(deathtype); - valid_damage_for_weaponstats = 1; + valid_damage_for_weaponstats = true; } dh = dh - max(this.health, 0); @@ -506,10 +507,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); } - if (damage) - { - MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); - } + + MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); if (this.health < 1) { @@ -518,7 +517,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.alivetime) { - PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } @@ -557,15 +556,20 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); if(w != WEP_Null && accuracy_isgooddamage(attacker, this)) - attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1; + CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1; + this.respawn_time = 0; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); - excess = M_ARGV(4, float); + damage = M_ARGV(4, float); + excess = max(0, damage - take - save); - Weapon wep = this.(weaponentity).m_weapon; + //Weapon wep = this.(weaponentity).m_weapon; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity went = weaponentities[slot]; + if(!this.(weaponentity)) + continue; // TODO: clones have no weapon, but we don't want to have to check this all the time + Weapon wep = this.(weaponentity).m_weapon; wep.wr_playerdeath(wep, this, went); } @@ -583,6 +587,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; + if (!this.respawn_time) // can be set in the mutator hook PlayerDies + calculate_player_respawn_time(this); + // when we get here, player actually dies Unfreeze(this); // remove any icy remains @@ -610,14 +617,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, set_movetype(this, MOVETYPE_TOSS); // shootable corpse this.solid = SOLID_CORPSE; - this.ballistics_density = autocvar_g_ballistics_density_corpse; + PS(this).ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor UNSET_ONGROUND(this); // dying animation this.deadflag = DEAD_DYING; - // when to allow respawn - calculate_player_respawn_time(this); + STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release this.death_time = time; if (random() < 0.5) @@ -651,25 +657,34 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } // reset fields the weapons may use just in case - FOREACH(Weapons, it != WEP_Null, LAMBDA( - it.wr_resetplayer(it, this); - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + if(this.classname != "body") + { + FOREACH(Weapons, it != WEP_Null, { - ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0; - } - )); + it.wr_resetplayer(it, this); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0; + } + }); + } + MUTATOR_CALLHOOK(PlayerDied, this); } } -void MoveToTeam(entity client, int team_colour, int type) +bool MoveToTeam(entity client, int team_colour, int type) { int lockteams_backup = lockteams; // backup any team lock lockteams = 0; // disable locked teams TeamchangeFrags(client); // move the players frags - SetPlayerColors(client, team_colour - 1); // set the players colour + if (!SetPlayerTeamSimple(client, team_colour)) + { + return false; + } Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); + return true; } /** print(), but only print if the server is not local */ @@ -738,7 +753,8 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ") msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!) - msgin = formatmessage(source, msgin); + if(source) + msgin = formatmessage(source, msgin); string colorstr; if (!IS_PLAYER(source)) @@ -831,7 +847,7 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc // FLOOD CONTROL int flood = 0; var .float flood_field = floodcontrol_chat; - if(floodcontrol) + if(floodcontrol && source) { float flood_spl; float flood_burst; @@ -931,14 +947,14 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc } if(flood) - LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n"); + LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding."); // build sourcemsgstr by cutting off a prefix and replacing it by the other one if(privatesay) sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1)); int ret; - if(source.muted) + if(source && CS(source).muted) { // always fake the message ret = -1; @@ -987,11 +1003,11 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc centerprint(privatesay, cmsgstr); } } - else if ( teamsay && source.active_minigame ) + else if ( teamsay && CS(source).active_minigame ) { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr)); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr)); } else if(teamsay > 0) // team message, only sent to team mates {