]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
calculate glowmod on clientside
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index f477f77e4d85665384c308587eac71df4811d8ec..a2bc2f967c0b4fbbae0295f38b02e77fb1105807 100644 (file)
@@ -861,6 +861,9 @@ void PutClientInServer (void)
                WriteByte(MSG_ONE, SVC_SETVIEW);
                WriteEntity(MSG_ONE, self);
        }
+       
+       // reset player keys
+       self.itemkeys = 0;
 
        // player is dead and becomes observer
        // FIXME fix LMS scoring for new system
@@ -912,6 +915,8 @@ void PutClientInServer (void)
                if(INDEPENDENT_PLAYERS)
                        MAKE_INDEPENDENT_PLAYER(self);
                self.flags = FL_CLIENT;
+               if(autocvar__notarget)
+                       self.flags |= FL_NOTARGET;
                self.takedamage = DAMAGE_AIM;
                if(g_minstagib)
                        self.effects = EF_FULLBRIGHT;
@@ -1030,7 +1035,8 @@ void PutClientInServer (void)
                self.prevorigin = self.origin;
                self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
                self.lastteleporttime = time; // prevent insane speeds due to changing origin
-
+        self.hud = HUD_NORMAL;
+        
                if(g_arena)
                {
                        Spawnqueue_Remove(self);
@@ -1528,6 +1534,10 @@ float PlayerInIDList(entity p, string idlist)
        return 0;
 }
 
+#ifndef NO_LEGACY_NETWORKING
+.float iscsqcmodel;
+#endif
+
 /*
 =============
 ClientConnect
@@ -1789,6 +1799,16 @@ void ClientConnect (void)
 
        if(!autocvar_g_campaign)
                Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
+
+#ifndef NO_LEGACY_NETWORKING
+       if(autocvar_sv_use_csqc_players)
+       {
+               CSQCModel_LinkEntity();
+               self.iscsqcmodel = 1;
+       }
+#else
+       CSQCModel_LinkEntity();
+#endif
 }
 
 /*
@@ -1843,6 +1863,7 @@ void ClientDisconnect (void)
 
        Portal_ClearAll(self);
 
+       RemoveGrapplingHook(self);
        if(self.flagcarried)
                DropFlag(self.flagcarried, world, world);
        if(self.ballcarried && g_nexball)
@@ -1963,7 +1984,7 @@ void respawn(void)
                self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
                self.effects |= EF_ADDITIVE;
                self.oldcolormap = self.colormap;
-               self.colormap = 512;
+               self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
                pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
                if(autocvar_g_respawn_ghosts_maxtime)
                        SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
@@ -2776,7 +2797,7 @@ void PlayerPreThink (void)
 
        MUTATOR_CALLHOOK(PlayerPreThink);
 
-       if(!self.cvar_cl_newusekeysupported)
+       if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
        {
                if(self.BUTTON_USE && !self.usekeypressed)
                        PlayerUseKey();
@@ -2807,42 +2828,22 @@ void PlayerPreThink (void)
 
                if(frametime)
                {
-                       if(self.health <= 0 && autocvar_g_deathglow)
+                       if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
                        {
-                               if(self.glowmod_x > 0)
-                                       self.glowmod_x -= autocvar_g_deathglow * frametime;
-                               else
-                                       self.glowmod_x = -1;
-                               if(self.glowmod_y > 0)
-                                       self.glowmod_y -= autocvar_g_deathglow * frametime;
-                               else
-                                       self.glowmod_y = -1;
-                               if(self.glowmod_z > 0)
-                                       self.glowmod_z -= autocvar_g_deathglow * frametime;
-                               else
-                                       self.glowmod_z = -1;
-                       }
-                       else
-                       {
-                               // set weapon and player glowmod
-                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
 
-                               if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+                               if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
                                {
-                                       self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                                       self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                                       self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-
-                                       if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
-                                       {
-                                               self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                                               self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                                               self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                                       }
+                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
                                }
-                               else
-                                       self.weaponentity_glowmod = self.glowmod;
                        }
+                       else
+                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+
                        player_powerups();
                }
 
@@ -3014,7 +3015,10 @@ void PlayerPreThink (void)
 
                if(g_nexball)
                        nexball_setstatus();
-
+               
+               // secret status
+               secrets_setstatus();
+               
                self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
                //self.angles_y=self.v_angle_y + 90;   // temp
@@ -3242,7 +3246,7 @@ void PlayerPostThink (void)
                        self.stored_netname = strzone(uid2name(self.crypto_idfp));
                if(self.stored_netname != self.netname)
                {
-                       db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
+                       db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
                        strunzone(self.stored_netname);
                        self.stored_netname = strzone(self.netname);
                }
@@ -3252,4 +3256,23 @@ void PlayerPostThink (void)
        if(g_race)
                dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
        */
+
+#ifndef NO_LEGACY_NETWORKING
+       if(autocvar_sv_use_csqc_players && !self.iscsqcmodel)
+       {
+               CSQCModel_LinkEntity();
+               self.iscsqcmodel = 1;
+       }
+
+       if(!autocvar_sv_use_csqc_players && self.iscsqcmodel)
+       {
+               CSQCModel_UnlinkEntity();
+               self.iscsqcmodel = 0;
+       }
+
+       if(self.iscsqcmodel)
+               CSQCModel_CheckUpdate();
+#else
+       CSQCModel_CheckUpdate();
+#endif
 }