]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Portal specialcommand to ClientState
authorMario <mario@smbclan.net>
Tue, 18 Jul 2017 02:26:31 +0000 (12:26 +1000)
committerMario <mario@smbclan.net>
Tue, 18 Jul 2017 02:26:31 +0000 (12:26 +1000)
gfx/smile.tga [new file with mode: 0644]
qcsrc/client/view.qc
qcsrc/common/physics/player.qc
qcsrc/common/stats.qh
qcsrc/server/player.qc

diff --git a/gfx/smile.tga b/gfx/smile.tga
new file mode 100644 (file)
index 0000000..54ba1bc
Binary files /dev/null and b/gfx/smile.tga differ
index 9b78e4907402b309345698a5082ea38cf761bc5a..0f8b5949501d0a21c4b3deb76fa73b14c551b896 100644 (file)
@@ -1347,6 +1347,71 @@ void HUD_Crosshair(entity this)
        }
 }
 
        }
 }
 
+const int MAX_SPECIALCOMMAND = 15;
+vector specialcommand_slots[MAX_SPECIALCOMMAND];
+vector specialcommand_colors[MAX_SPECIALCOMMAND];
+const float SPECIALCOMMAND_SPEED = 150;
+const float SPECIALCOMMAND_TURNSPEED = 2;
+const float SPECIALCOMMAND_SIZE = 0.025;
+const float SPECIALCOMMAND_CHANCE = 0.35;
+float sc_spawntime, sc_changetime;
+vector sc_color = '1 1 1';
+void SpecialCommand()
+{
+       if(!STAT(MOVEVARS_SPECIALCOMMAND))
+               return;
+
+       if(time >= sc_changetime)
+       {
+               sc_changetime = time + 1;
+               sc_color = randomvec() * 1.5;
+               sc_color.x = bound(0.2, sc_color.x, 0.75);
+               sc_color.y = bound(0.2, sc_color.y, 0.75);
+               sc_color.z = bound(0.2, sc_color.z, 0.75);
+       }
+       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
+
+       if(!precache_pic("gfx/smile"))
+               return; // damn party poopers
+
+       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
+       {
+               vector slot = specialcommand_slots[j];
+               if(slot.y)
+                       slot.y += SPECIALCOMMAND_SPEED * frametime;
+               if(slot.z)
+                       slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+               if(slot.y >= vid_conheight)
+                       slot = '0 0 0';
+
+               if(slot == '0 0 0')
+               {
+                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
+                       {
+                               slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
+                               slot.y = 1; // start it off 0 so we can use it
+                               slot.z = random();
+                               sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
+                               vector newcolor = randomvec() * 2;
+                               newcolor.x = bound(0.4, newcolor.x, 1);
+                               newcolor.y = bound(0.4, newcolor.y, 1);
+                               newcolor.z = bound(0.4, newcolor.z, 1);
+                               specialcommand_colors[j] = newcolor;
+                       }
+               }
+               else
+               {
+                       vector splash_size = '0 0 0';
+                       splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+               }
+
+               specialcommand_slots[j] = slot;
+       }
+}
+
 void HUD_Draw(entity this)
 {
        // if we don't know gametype and scores yet avoid drawing the scoreboard
 void HUD_Draw(entity this)
 {
        // if we don't know gametype and scores yet avoid drawing the scoreboard
@@ -1402,6 +1467,7 @@ void HUD_Draw(entity this)
                }
 
        // crosshair goes VERY LAST
                }
 
        // crosshair goes VERY LAST
+       SpecialCommand();
        UpdateDamage();
        HUD_Crosshair(this);
        HitSound();
        UpdateDamage();
        HUD_Crosshair(this);
        HitSound();
index 5a41e91da9798cfaccb42aae639ac449077ab772..b73942b871db2ebfdd9b4e81a79a9ca97570c309 100644 (file)
@@ -488,8 +488,13 @@ string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 .float specialcommand_pos;
 void SpecialCommand(entity this)
 {
 .float specialcommand_pos;
 void SpecialCommand(entity this)
 {
-       if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
-               LOG_INFO("A hollow voice says \"Plugh\".\n");
+       if(autocvar_sv_cheats || this.maycheat)
+       {
+               if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
+                       LOG_INFO("A hollow voice says \"Plugh\".\n");
+       }
+       else
+               STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
 }
 #endif
 
 }
 #endif
 
index bfed4390de6395dc857719e0e7a9108864c36e37..c1503ca68b5b167f414992d97a405cbbec5dc8d2 100644 (file)
@@ -341,6 +341,7 @@ REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
+REGISTER_STAT(MOVEVARS_SPECIALCOMMAND, bool)
 
 
 #ifdef CSQC
 
 
 #ifdef CSQC
index 2d7d99229c18726c5cee3c25a7ddd6f4a063cd0c..c40f87de3a0c45b60d3623a97750206700d95241 100644 (file)
@@ -616,6 +616,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                // dying animation
                this.deadflag = DEAD_DYING;
 
                // dying animation
                this.deadflag = DEAD_DYING;
 
+               STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
                // when to allow respawn
                calculate_player_respawn_time(this);
 
                // when to allow respawn
                calculate_player_respawn_time(this);