]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge remote branch 'origin/master' into samual/flyingspectators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 04e22bb46ef9268bb9a18cbf2a333aed4e042b4c..c88ffc3ab2790aed490c16441df03992186c6765 100644 (file)
@@ -653,13 +653,13 @@ void PutObserverInServer (void)
        accuracy_resend(self);
 
        self.spectatortime = time;
-
+       
        self.classname = "observer";
        self.iscreature = FALSE;
        self.health = -666;
        self.takedamage = DAMAGE_NO;
        self.solid = SOLID_NOT;
-       self.movetype = MOVETYPE_NOCLIP;
+       self.movetype = (self.cvar_cl_noclipspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY);
        self.flags = FL_CLIENT | FL_NOTARGET;
        self.armorvalue = 666;
        self.effects = 0;
@@ -688,9 +688,9 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;
        self.crouch = FALSE;
 
-       self.view_ofs = PL_VIEW_OFS;
+       self.view_ofs = '0 0 0'; // so that you can't go inside walls with MOVETYPE_FLY, previously "PL_VIEW_OFS" - for some reason this is diff from normal players
        setorigin (self, spot.origin);
-       setsize (self, '0 0 0', '0 0 0');
+       setsize (self, '-16 -16 -24', '16 16 24'); // so that you can't go inside walls with MOVETYPE_FLY
        self.prevorigin = self.origin;
        self.items = 0;
        self.weapons = 0;
@@ -1079,6 +1079,7 @@ void PutClientInServer (void)
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
                                self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
                }
+               self.weapon_forbidchange = FALSE;
 
                oldself = self;
                self = spot;
@@ -1136,6 +1137,7 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
+       WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
        WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
        return TRUE;
 }
@@ -1523,6 +1525,7 @@ Called when a client connects to the server
 string ColoredTeamName(float t);
 void DecodeLevelParms (void);
 //void dom_player_join_team(entity pl);
+void set_dom_state(entity e);
 void ClientConnect (void)
 {
        float t;
@@ -1764,9 +1767,19 @@ void ClientConnect (void)
        else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
                send_CSQC_teamnagger();
 
+       if (g_domination)
+               set_dom_state(self);
+
        CheatInitClient();
 
        PlayerStats_AddPlayer(self);
+
+    self.shownames = spawn();
+    self.shownames.owner = self;
+    self.shownames.think = shownames_think;
+    self.shownames.nextthink = time;
+       self.shownames.customizeentityforclient = shownames_customize;
+    Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
 }
 
 /*
@@ -1866,6 +1879,8 @@ void ClientDisconnect (void)
        self.playerid = 0;
        ReadyCount();
 
+    remove(self.shownames);
+
        // free cvars
        GetCvars(-1);
 }
@@ -2384,6 +2399,7 @@ void SpectateCopy(entity spectatee) {
        self.weapon = spectatee.weapon;
        self.nex_charge = spectatee.nex_charge;
        self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+       self.hagar_load = spectatee.hagar_load;
        self.minelayer_mines = spectatee.minelayer_mines;
        self.punchangle = spectatee.punchangle;
        self.view_ofs = spectatee.view_ofs;
@@ -2715,9 +2731,6 @@ void PlayerPreThink (void)
                        return;                                 // the think tics
                }
 
-               if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
-                       UpdateSelectedPlayer();
-
                //don't allow the player to turn around while game is paused!
                if(timeoutStatus == 2) {
                        self.v_angle = self.lastV_angle;