]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Split the player think block out of PlayerPreThink and into a separate PlayerThink...
authorMario <mario@smbclan.net>
Sat, 15 Jul 2017 20:06:37 +0000 (06:06 +1000)
committerMario <mario@smbclan.net>
Sat, 15 Jul 2017 20:06:37 +0000 (06:06 +1000)
qcsrc/server/client.qc

index f8d51eb004ce1601d7042a5f6f12cd97449e3095..b9bec171fd951a0bfee0de882e0288b71917918b 100644 (file)
@@ -2106,6 +2106,192 @@ bool joinAllowed(entity this)
        return true;
 }
 
+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 ( CS(this).impulse )
@@ -2384,186 +2570,8 @@ void PlayerPreThink (entity 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);
-                                       CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
-                               }
-                       } else {
-                               if (frametime) player_anim(this);
-
-                               if (this.respawn_flags & RESPAWN_DENY)
-                               {
-                                       STAT(RESPAWN_TIME, this) = 0;
-                                       return;
-                               }
-
-                               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)