]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Fix consumable health giving one health unit more than it should
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 2d4488d4a0f2408f2664280e2e3a4216ed06fb5d..0dfec051bf7948b28cf4d9b76889baa0194399b4 100644 (file)
@@ -396,7 +396,7 @@ Checks if the argument string can be a valid playermodel.
 Returns a valid one in doubt.\r
 =============\r
 */\r
-string FallbackPlayerModel = "models/player/vixen.zym";\r
+string FallbackPlayerModel = "models/player/vixen.iqm";\r
 string CheckPlayerModel(string plyermodel) {\r
        if(strlen(plyermodel) < 4)\r
                return FallbackPlayerModel;\r
@@ -534,6 +534,7 @@ float Client_customizeentityforclient()
        if(other.predator == self)\r
        {\r
                Client_setmodel(stomachmodel);\r
+               self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
                self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
                self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
@@ -542,7 +543,12 @@ float Client_customizeentityforclient()
        Client_setmodel(setmodel_state());\r
        self.effects &~= EF_NODEPTHTEST;\r
        if not(self.stat_eaten)\r
+       {\r
                self.alpha = default_player_alpha;\r
+               if(cvar("g_vore_swallowfade"))\r
+               if not(other == self && !chase)\r
+                       self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+       }\r
        else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
        {\r
                self.alpha = default_player_alpha; // allow seeing neighboring prey\r
@@ -580,6 +586,13 @@ void PutObserverInServer (void)
        }\r
 \r
        Vore_Disconnect();\r
+       entity e;\r
+       for(e = world; (e = find(e, classname, "consumable")); )\r
+       {\r
+               // remove consumable items when we spectate\r
+               if(e.predator == self)\r
+                       Item_Consumable_Remove(e, TRUE);\r
+       }\r
 \r
        kh_Key_DropAll(self, TRUE);\r
 \r
@@ -615,7 +628,7 @@ void PutObserverInServer (void)
        self.health = -666;\r
        self.takedamage = DAMAGE_NO;\r
        self.solid = SOLID_NOT;\r
-       self.movetype = MOVETYPE_NOCLIP;\r
+       self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
        self.flags = FL_CLIENT | FL_NOTARGET;\r
        self.armorvalue = 666;\r
        self.effects = 0;\r
@@ -644,9 +657,9 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;\r
        self.crouch = FALSE;\r
 \r
-       self.view_ofs = PL_VIEW_OFS;\r
+       self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
        setorigin (self, spot.origin);\r
-       setsize (self, '0 0 0', '0 0 0');\r
+       setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
        self.prevorigin = self.origin;\r
        self.items = 0;\r
        self.weapons = 0;\r
@@ -802,6 +815,8 @@ Called when a client spawns in the server
 //void() ctf_playerchanged;\r
 void PutClientInServer (void)\r
 {\r
+       entity e;\r
+\r
        if(clienttype(self) == CLIENTTYPE_BOT)\r
        {\r
                self.classname = "player";\r
@@ -848,6 +863,12 @@ void PutClientInServer (void)
 \r
                Vore_Disconnect();\r
                self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
+               for(e = world; (e = find(e, classname, "consumable")); )\r
+               {\r
+                       // remove consumable items when we respawn\r
+                       if(e.predator == self)\r
+                               Item_Consumable_Remove(e, FALSE);\r
+               }\r
 \r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
@@ -1017,7 +1038,6 @@ void PutClientInServer (void)
             weapon_action(j, WR_RESETPLAYER);\r
 \r
                        // all weapons must be fully loaded when we spawn\r
-                       entity e;\r
                        e = get_weaponinfo(j);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
                                self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
@@ -1073,6 +1093,7 @@ float ClientInit_SendEntity(entity to, float sf)
 \r
        WriteShort(MSG_ENTITY, cvar("g_power"));\r
        WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+       WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
 \r
        return TRUE;\r
 }\r
@@ -1617,6 +1638,13 @@ void ClientDisconnect (void)
        }\r
 \r
        Vore_Disconnect();\r
+       entity e;\r
+       for(e = world; (e = find(e, classname, "consumable")); )\r
+       {\r
+               // remove consumable items when we disconnect\r
+               if(e.predator == self)\r
+                       Item_Consumable_Remove(e, TRUE);\r
+       }\r
 \r
        CheatShutdownClient();\r
 \r
@@ -2117,6 +2145,8 @@ void SpectateCopy(entity spectatee) {
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
+       self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
+       self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
        self.stat_stomachmaxload = spectatee.stomach_maxload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
@@ -2342,7 +2372,7 @@ void SetPlayerSize()
                {\r
                        //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
                        if(!self.stat_eaten)\r
-                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+                               self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
                }\r
 \r
                self.last_alive_scale = self.scale;\r
@@ -2365,17 +2395,20 @@ void SetPlayerSize()
 \r
 void ObserverThink()\r
 {\r
+       float prefered_movetype;\r
        if (self.flags & FL_JUMPRELEASED) {\r
                if (self.BUTTON_JUMP && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        self.flags |= FL_SPAWNING;\r
                } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        if(SpectateNext() == 1) {\r
                                self.classname = "spectator";\r
                        }\r
+               } else {\r
+                       prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+                       if (self.movetype != prefered_movetype)\r
+                               self.movetype = prefered_movetype;\r
                }\r
        } else {\r
                if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
@@ -2388,6 +2421,7 @@ void ObserverThink()
                        }\r
                }\r
        }\r
+\r
        PrintWelcomeMessage(self);\r
 }\r
 \r
@@ -2588,7 +2622,7 @@ void PlayerPreThink (void)
                        accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
                        accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
 \r
-                       L0_x = vlen(accel);\r
+                       L0_x = vlen(accel) * -1;\r
                        L0_y = L1_y = vectoyaw(accel);\r
 \r
                        L0 = AnglesTransform_FromAngles(L0);\r
@@ -2637,6 +2671,8 @@ void PlayerPreThink (void)
                        {\r
                                // set weapon and player glowmod\r
                                self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               if(self.armorvalue < cvar("g_power"))\r
+                                       self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
                                self.weaponentity_glowmod = self.glowmod;\r
                        }\r
 \r