X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Faccuracy.qc;h=879dd88327bdf17824d08dfd85c7a819ceb4010b;hp=ed9006bb25eb493e2af8b5bfdb2dde217c5d0e70;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hpb=4ee2807b2d8f808928ef14b3e814945b3edb4350 diff --git a/qcsrc/server/weapons/accuracy.qc b/qcsrc/server/weapons/accuracy.qc index ed9006bb25..879dd88327 100644 --- a/qcsrc/server/weapons/accuracy.qc +++ b/qcsrc/server/weapons/accuracy.qc @@ -2,6 +2,7 @@ #include "../mutators/_mod.qh" #include +#include #include #include #include @@ -19,10 +20,10 @@ bool accuracy_send(entity this, entity to, int sf) entity a = this.owner; if (IS_SPEC(a)) a = a.enemy; - a = a.accuracy; + a = CS(a).accuracy; if (to != a.owner) - if (!autocvar_sv_accuracy_data_share && !a.owner.cvar_cl_accuracy_data_share) + if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share) sf = 0; // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy! WriteInt24_t(MSG_ENTITY, sf); @@ -39,7 +40,7 @@ bool accuracy_send(entity this, entity to, int sf) // init/free void accuracy_init(entity e) { - entity a = e.accuracy = new_pure(accuracy); + entity a = CS(e).accuracy = new_pure(accuracy); a.owner = e; a.drawonlytoclient = e; Net_LinkEntity(a, false, 0, accuracy_send); @@ -47,13 +48,13 @@ void accuracy_init(entity e) void accuracy_free(entity e) { - delete(e.accuracy); + delete(CS(e).accuracy); } // force a resend of a player's accuracy stats void accuracy_resend(entity e) { - e.accuracy.SendFlags = 0xFFFFFF; + CS(e).accuracy.SendFlags = 0xFFFFFF; } // update accuracy stats @@ -63,7 +64,7 @@ void accuracy_resend(entity e) void accuracy_add(entity this, int w, int fired, int hit) { if (IS_INDEPENDENT_PLAYER(this)) return; - entity a = this.accuracy; + entity a = CS(this).accuracy; if (!a) return; if (!hit && !fired) return; w -= WEP_FIRST; @@ -84,7 +85,7 @@ void accuracy_add(entity this, int w, int fired, int hit) if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change int sf = 1 << (w % 24); a.SendFlags |= sf; - FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, LAMBDA(it.accuracy.SendFlags |= sf)); + FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; }); } bool accuracy_isgooddamage(entity attacker, entity targ) @@ -92,8 +93,8 @@ bool accuracy_isgooddamage(entity attacker, entity targ) int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ); if (warmup_stage) return false; - if (IS_DEAD(targ)) return false; - if (STAT(FROZEN, targ)) return false; + if (IS_DEAD(targ) && time > targ.death_time) return false; + if (STAT(FROZEN, targ) && time > targ.freeze_time) return false; if (SAME_TEAM(attacker, targ)) return false; if (mutator_check == MUT_ACCADD_INVALID) return true;