]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
#include this
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 630cad61fbc1f0c7bde31a9fc6800f4e3a79ca06..32cd5f8db8cba3e64133861d2834a1d10ada5dce 100644 (file)
@@ -1,3 +1,29 @@
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qc"
+    #include "../dpdefs/dpextensions.qc"
+    #include "sys-post.qh"
+    #include "../common/constants.qh"
+    #include "../common/teams.qh"
+    #include "../common/util.qh"
+    #include "../common/animdecide.qh"
+    #include "../common/weapons/weapons.qh"
+    #include "weapons/accuracy.qh"
+    #include "t_items.qh"
+    #include "autocvars.qh"
+    #include "constants.qh"
+    #include "defs.qh"
+    #include "../common/deathtypes.qh"
+    #include "mutators/mutators_include.qh"
+    #include "../common/mapinfo.qh"
+    #include "command/common.qh"
+    #include "../csqcmodellib/sv_model.qh"
+    #include "cheats.qh"
+    #include "../common/playerstats.qh"
+    #include "portals.qh"
+#endif
+
 .entity pusher;
 .float pushltime;
 .float istypefrag;
@@ -91,7 +117,8 @@ void CopyBody(float keepvelocity)
        self.nextthink = time;
        self.think = CopyBody_Think;
        // "bake" the current animation frame for clones (they don't get clientside animation)
-       animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+       animdecide_load_if_needed(self);
+       animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
 
        self = oldself;
 }
@@ -110,31 +137,38 @@ float player_getspecies()
 void player_setupanimsformodel()
 {
        // load animation info
-       animdecide_init(self);
-       animdecide_setstate(self, 0, FALSE);
+       animdecide_load_if_needed(self);
+       animdecide_setstate(self, 0, false);
 }
 
 void player_anim (void)
 {
        float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(self.deadflag && !deadbits)
-               if(random() < 0.5)
-                       deadbits = ANIMSTATE_DEAD1;
-               else
-                       deadbits = ANIMSTATE_DEAD2;
+       if(self.deadflag) {
+               if (!deadbits) {
+                       // Decide on which death animation to use.
+                       if(random() < 0.5)
+                               deadbits = ANIMSTATE_DEAD1;
+                       else
+                               deadbits = ANIMSTATE_DEAD2;
+               }
+       } else {
+               // Clear a previous death animation.
+               deadbits = 0;
+       }
        float animbits = deadbits;
-       if(self.freezetag_frozen)
+       if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK;
-       animdecide_setstate(self, animbits, FALSE);
+       animdecide_setstate(self, animbits, false);
        animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
 
        if (self.weaponentity)
        {
                updateanim(self.weaponentity);
                if (!self.weaponentity.animstate_override)
-                       setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
+                       setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
        }
 }
 
@@ -148,8 +182,8 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        damage = max(damage - 5, 1);
 
        v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
-       take = v_x;
-       save = v_y;
+       take = v.x;
+       save = v.y;
 
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
@@ -166,13 +200,11 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
 
-       if (!(self.flags & FL_GODMODE))
-       {
-               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);
-       }
+       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);
+
        self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
        self.dmg_inflictor = inflictor;
@@ -188,7 +220,7 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
                self.alpha = -1;
                self.solid = SOLID_NOT; // restore later
                self.takedamage = DAMAGE_NO; // restore later
-               self.damagedbycontents = FALSE;
+               self.damagedbycontents = false;
        }
 }
 
@@ -206,6 +238,9 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
 
 void calculate_player_respawn_time()
 {
+       if(g_ca)
+               return;
+
        float gametype_setting_tmp;
        float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
        float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
@@ -284,7 +319,7 @@ void calculate_player_respawn_time()
        else
                self.respawn_countdown = -1; // do not count down
 
-       if(g_cts || autocvar_g_forced_respawn)
+       if(autocvar_g_forced_respawn)
                self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
 }
 
@@ -314,7 +349,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                vector d;
                float f;
                ear1 = self.origin;
-               ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
+               ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
                ear2 = ear1;
                makevectors(self.angles);
                ear1 += v_right * -10;
@@ -343,8 +378,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
 
        v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
-       take = v_x;
-       save = v_y;
+       take = v.x;
+       save = v.y;
 
        if(attacker == self)
        {
@@ -405,7 +440,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        self.health = self.health - take;
                        // pause regeneration for 5 seconds
                        if(take)
-                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+                               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
                        {
@@ -417,14 +452,14 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                                if (!self.animstate_override)
                                                {
                                                        if (random() > 0.5)
-                                                               animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
+                                                               animdecide_setaction(self, ANIMACTION_PAIN1, true);
                                                        else
-                                                               animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
+                                                               animdecide_setaction(self, ANIMACTION_PAIN2, true);
                                                }
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
+                                       if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
                                        if(self.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
@@ -440,12 +475,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                                        PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
+                       }
 
-                               // throw off bot aim temporarily
-                               float shake;
+                       // throw off bot aim temporarily
+                       float shake;
+                       if(IS_BOT_CLIENT(self) && self.health >= 1)
+                       {
                                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;
+                               self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
+                               self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
+                               self.v_angle_x = bound(-90, self.v_angle.x, 90);
                        }
                }
                else
@@ -484,11 +523,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        if (self.health < 1)
        {
                float defer_ClientKill_Now_TeamChange;
-               defer_ClientKill_Now_TeamChange = FALSE;
+               defer_ClientKill_Now_TeamChange = false;
 
                if(self.alivetime)
                {
-                       PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+                       PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
                        self.alivetime = 0;
                }
 
@@ -510,7 +549,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        remove(self.killindicator);
                        self.killindicator = world;
                        if(self.killindicator_teamchange)
-                               defer_ClientKill_Now_TeamChange = TRUE;
+                               defer_ClientKill_Now_TeamChange = true;
 
                        if(self.classname == "body")
                        if(deathtype == DEATH_KILL)
@@ -521,8 +560,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                }
 
                // print an obituary message
-               Obituary (attacker, inflictor, self, deathtype);
-               race_PreDie();
+               if(self.classname != "body")
+                       Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
         float w;
@@ -543,18 +582,21 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 
                Portal_ClearAllLater(self);
 
-               self.fixangle = TRUE;
+               self.fixangle = true;
 
                if(defer_ClientKill_Now_TeamChange)
                        ClientKill_Now_TeamChange(); // can turn player into spectator
 
                // player could have been miraculously resuscitated ;)
                // e.g. players in freezetag get frozen, they don't really die
-               if(self.health >= 1 || !IS_PLAYER(self))
+               if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
                        return;
 
                // when we get here, player actually dies
 
+               Unfreeze(self); // remove any icy remains
+               self.health = 0; // Unfreeze resets health, so we need to set it back
+
                // clear waypoints
                WaypointSprite_PlayerDead();
                // throw a weapon
@@ -578,15 +620,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.flags &= ~FL_ONGROUND;
                // dying animation
                self.deadflag = DEAD_DYING;
+
                // when to allow respawn
                calculate_player_respawn_time();
 
                self.death_time = time;
                if (random() < 0.5)
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
+                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
                else
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
-               if (self.maxs_z > 5)
+                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
+               if (self.maxs.z > 5)
                {
                        self.maxs_z = 5;
                        setsize(self, self.mins, self.maxs);
@@ -595,11 +638,20 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.event_damage = PlayerCorpseDamage;
                // call the corpse damage function just in case it wants to gib
                self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
                // set up to fade out later
                SUB_SetFade (self, time + 6 + random (), 1);
+               // reset body think wrapper broken by SUB_SetFade
+               if(self.classname == "body" && self.think != CopyBody_Think) {
+                       self.CopyBody_think = self.think;
+                       self.CopyBody_nextthink = self.nextthink;
+                       self.think = CopyBody_Think;
+                       self.nextthink = time;
+               }
 
-               if(autocvar_sv_gentle > 0 || autocvar_ekg) {
+               if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
                        // remove corpse
+                       // clones don't run any animation code any more, so we must gib them when they die :(
                        PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
                }
 
@@ -640,11 +692,11 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
        else
        {
                colorstr = "";
-               teamsay = FALSE;
+               teamsay = false;
        }
 
        if(intermission_running)
-               teamsay = FALSE;
+               teamsay = false;
 
        if(msgin != "")
                msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
@@ -1070,7 +1122,7 @@ void FakeGlobalSound(string sample, float chan, float voicetype)
                case VOICETYPE_TAUNT:
                        if(IS_PLAYER(self))
                                if(self.deadflag == DEAD_NO)
-                                       animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+                                       animdecide_setaction(self, ANIMACTION_TAUNT, true);
                        if(!sv_taunt)
                                break;
                        if(autocvar_sv_gentle)
@@ -1167,7 +1219,7 @@ void GlobalSound(string sample, float chan, float voicetype)
                case VOICETYPE_TAUNT:
                        if(IS_PLAYER(self))
                                if(self.deadflag == DEAD_NO)
-                                       animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+                                       animdecide_setaction(self, ANIMACTION_TAUNT, true);
                        if(!sv_taunt)
                                break;
                        if(autocvar_sv_gentle)
@@ -1212,10 +1264,10 @@ void VoiceMessage(string type, string msg)
 
        flood = Say(self, ownteam, world, msg, 1);
 
-       if (flood > 0)
-               GlobalSound(self.sample, CH_VOICE, voicetype);
-       else if (flood < 0)
+       if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
                FakeGlobalSound(self.sample, CH_VOICE, voicetype);
+       else if (flood > 0)
+               GlobalSound(self.sample, CH_VOICE, voicetype);
 }
 
 void MoveToTeam(entity client, float team_colour, float type)