#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
-void WeaponStats_Shutdown()
+void WeaponStats_ready(entity fh, entity pass, float status)
{
float i, j, n, ibot, jbot, idx;
- float fh;
vector v;
- string prefix;
- if(weaponstats_buffer < 0)
- return;
- prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
- if(autocvar_sv_weaponstats_file != "")
+ string prefix, s;
+ switch(status)
{
- fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
- if(fh >= 0)
- {
- fputs(fh, "#begin statsfile\n");
- fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
- fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
- fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
+ case URL_READY_CANWRITE:
+ // we can write
+ prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
+ url_fputs(fh, "#begin statsfile\n");
+ url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
+#ifdef WATERMARK
+ url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
+#endif
+ url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
+ url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
n = tokenizebyseparator(cvar_purechanges, "\n");
for(i = 0; i < n; ++i)
- fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
+ url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
{
if(v != '0 0 0')
{
//vector is: kills hits damage
- fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
- fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
+ url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
+ url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
}
}
- fputs(fh, "#end\n\n");
- fclose(fh);
+ url_fputs(fh, "#end\n\n");
+ url_fclose(fh);
+ break;
+ case URL_READY_CANREAD:
+ // url_fclose is processing, we got a response for writing the data
+ // this must come from HTTP
+ print("Got response from weapon stats server:\n");
+ while((s = url_fgets(fh)))
+ print(" ", s, "\n");
+ print("End of response.\n");
+ url_fclose(fh);
+ break;
+ case URL_READY_CLOSED:
+ // url_fclose has finished
print("Weapon stats written\n");
- }
+ buf_del(weaponstats_buffer);
+ weaponstats_buffer = -1;
+ break;
+ case URL_READY_ERROR:
+ default:
+ print("Weapon stats writing failed: ", ftos(status), "\n");
+ buf_del(weaponstats_buffer);
+ weaponstats_buffer = -1;
+ break;
+ }
+}
+
+void WeaponStats_Shutdown()
+{
+ if(weaponstats_buffer < 0)
+ return;
+ if(autocvar_sv_weaponstats_file != "")
+ {
+ url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
+ }
+ else
+ {
+ buf_del(weaponstats_buffer);
+ weaponstats_buffer = -1;
}
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
}
void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
void CopyBody(float keepvelocity)
{
- local entity oldself;
+ entity oldself;
if (self.effects & EF_NODRAW)
return;
oldself = self;
self.colormap = oldself.colormap;
self.glowmod = oldself.glowmod;
self.iscreature = oldself.iscreature;
+ self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.classname = "body";
Drag_MoveDrag(oldself, self);
+ if(self.colormap <= maxclients && self.colormap > 0)
+ self.colormap = 1024 + self.clientcolors;
+
self = oldself;
}
void player_setupanimsformodel()
{
- local string animfilename;
- local float animfile;
// defaults for legacy .zym models without animinfo files
- self.anim_die1 = '0 1 0.5'; // 2 seconds
- self.anim_die2 = '1 1 0.5'; // 2 seconds
- self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
- self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
- self.anim_duckwalk = '4 1 1';
- self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
- self.anim_duckidle = '6 1 1';
- self.anim_idle = '7 1 1';
- self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
- self.anim_pain1 = '9 1 2'; // 0.5 seconds
- self.anim_pain2 = '10 1 2'; // 0.5 seconds
- self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
- self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
- self.anim_run = '13 1 1';
- self.anim_runbackwards = '14 1 1';
- self.anim_strafeleft = '15 1 1';
- self.anim_straferight = '16 1 1';
- self.anim_dead1 = '17 1 1';
- self.anim_dead2 = '18 1 1';
- self.anim_forwardright = '19 1 1';
- self.anim_forwardleft = '20 1 1';
- self.anim_backright = '21 1 1';
- self.anim_backleft = '22 1 1';
- self.anim_melee = '23 1 1';
- self.anim_fly = '24 1 1';
- animparseerror = FALSE;
- animfilename = strcat(self.model, ".animinfo");
- animfile = fopen(animfilename, FILE_READ);
- if (animfile >= 0)
- {
- self.anim_die1 = animparseline(animfile);
- self.anim_die2 = animparseline(animfile);
- self.anim_draw = animparseline(animfile);
- self.anim_duck = animparseline(animfile);
- self.anim_duckwalk = animparseline(animfile);
- self.anim_duckjump = animparseline(animfile);
- self.anim_duckidle = animparseline(animfile);
- self.anim_idle = animparseline(animfile);
- self.anim_jump = animparseline(animfile);
- self.anim_pain1 = animparseline(animfile);
- self.anim_pain2 = animparseline(animfile);
- self.anim_shoot = animparseline(animfile);
- self.anim_taunt = animparseline(animfile);
- self.anim_run = animparseline(animfile);
- self.anim_runbackwards = animparseline(animfile);
- self.anim_strafeleft = animparseline(animfile);
- self.anim_straferight = animparseline(animfile);
- self.anim_forwardright = animparseline(animfile);
- self.anim_forwardleft = animparseline(animfile);
- self.anim_backright = animparseline(animfile);
- self.anim_backleft = animparseline(animfile);
- self.anim_melee = animparseline(animfile);
- self.anim_fly = animparseline(animfile);
- fclose(animfile);
-
- // derived anims
- self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
- self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
-
- if (animparseerror)
- print("Parse error in ", animfilename, ", some player animations are broken\n");
- }
- else
- dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
+ self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
+ self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
+ self.anim_draw = animfixfps(self, '2 1 3');
+ // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
+ self.anim_duckwalk = animfixfps(self, '4 1 1');
+ self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
+ self.anim_duckidle = animfixfps(self, '6 1 1');
+ self.anim_idle = animfixfps(self, '7 1 1');
+ self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
+ self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
+ self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
+ self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
+ self.anim_taunt = animfixfps(self, '12 1 0.33');
+ self.anim_run = animfixfps(self, '13 1 1');
+ self.anim_runbackwards = animfixfps(self, '14 1 1');
+ self.anim_strafeleft = animfixfps(self, '15 1 1');
+ self.anim_straferight = animfixfps(self, '16 1 1');
+ self.anim_dead1 = animfixfps(self, '17 1 1');
+ self.anim_dead2 = animfixfps(self, '18 1 1');
+ self.anim_forwardright = animfixfps(self, '19 1 1');
+ self.anim_forwardleft = animfixfps(self, '20 1 1');
+ self.anim_backright = animfixfps(self, '21 1 1');
+ self.anim_backleft = animfixfps(self, '22 1 1');
+ self.anim_melee = animfixfps2(self, '23 1 1', '11 1 5');
+ self.anim_duckwalkbackwards = animfixfps2(self, '24 1 1', '4 1 1');
+ self.anim_duckwalkstrafeleft = animfixfps2(self, '25 1 1', '4 1 1');
+ self.anim_duckwalkstraferight = animfixfps2(self, '26 1 1', '4 1 1');
+ self.anim_duckwalkforwardright = animfixfps2(self, '27 1 1', '4 1 1');
+ self.anim_duckwalkforwardleft = animfixfps2(self, '28 1 1', '4 1 1');
+ self.anim_duckwalkbackright = animfixfps2(self, '29 1 1', '4 1 1');
+ self.anim_duckwalkbackleft = animfixfps2(self, '30 1 1', '4 1 1');
+ // TODO introspect models for finding right "fps" value (1/duration)
// reset animstate now
setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
-};
+}
void player_anim (void)
{
}
else
{
- // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
- if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
- setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
-
- if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
- {
- if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
- {
- traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
- {
- setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
- self.restart_jump = FALSE;
- }
- }
- }
+ if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
+ {
+ traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
+ {
+ setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
+ self.restart_jump = FALSE;
+ }
+ }
}
}
else if (self.crouch)
{
- if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
+ if (self.movement_x > 0 && self.movement_y == 0)
setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y == 0)
+ setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
+ else if (self.movement_x == 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
+ else if (self.movement_x == 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
+ else if (self.movement_x > 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
+ else if (self.movement_x > 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
else
setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- local float take, save;
+ float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- local float take, save, waves, sdelay, dh, da, j;
+ float take, save, waves, sdelay, dh, da, j;
vector v;
float valid_damage_for_weaponstats;
float excess;
- if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
return;
dh = max(self.health, 0);
self.armorvalue = self.armorvalue - save;
self.health = self.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ if(take)
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
}
// throw off bot aim temporarily
- local float shake;
+ float shake;
shake = damage * 5 / (bound(0,skill,100) + 1);
self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
MUTATOR_CALLHOOK(PlayerDies);
weapon_action(self.weapon, WR_PLAYERDEATH);
+ RemoveGrapplingHook(self);
+
if(self.flagcarried)
{
if(attacker.classname != "player")