]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Initialize func_breakable sound on connect.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 2fa6373affbbd729cd0a716e850d442f890ada3f..49d1c1b4691c3136f11c4fd3aa87c27a816c9ea9 100644 (file)
@@ -1,35 +1,10 @@
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
-       #include "../dpdefs/progsdefs.qh"
-    #include "../dpdefs/dpextensions.qh"
-    #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;
-
-.float CopyBody_nextthink;
-.void(void) CopyBody_think;
+#include "cl_player.qh"
+#include "g_triggers.qh"
+#include "g_violence.qh"
+#include "miscfunctions.qh"
+
+#include "weapons/weaponstats.qh"
+
 void CopyBody_Think(void)
 {
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
@@ -143,7 +118,7 @@ void player_setupanimsformodel()
 
 void player_anim (void)
 {
-       float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+       int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
        if(self.deadflag) {
                if (!deadbits) {
                        // Decide on which death animation to use.
@@ -156,7 +131,7 @@ void player_anim (void)
                // Clear a previous death animation.
                deadbits = 0;
        }
-       float animbits = deadbits;
+       int animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
        if(self.crouch)
@@ -224,18 +199,6 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        }
 }
 
-// g_<gametype>_str:
-// If 0, default is used.
-// If <0, 0 is used.
-// Otherwise, g_str (default value) is used.
-// For consistency, negative values there are mapped to zero too.
-#define GAMETYPE_DEFAULTED_SETTING(str) \
-       ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
-        (gametype_setting_tmp < 0) ? 0 : \
-        (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
-        gametype_setting_tmp)
-
-
 void calculate_player_respawn_time()
 {
        if(g_ca)
@@ -323,11 +286,10 @@ void calculate_player_respawn_time()
                self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
 }
 
-void ClientKill_Now_TeamChange();
-
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
-       float take, save, dh, da, j;
+       float take, save, dh, da;
+       int j;
        vector v;
        float valid_damage_for_weaponstats;
        float excess;
@@ -564,8 +526,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
-        float w;
-        w = DEATH_WEAPONOF(deathtype);
+        int w = DEATH_WEAPONOF(deathtype);
         if(WEP_VALID(w))
        if(accuracy_isgooddamage(attacker, self))
         attacker.accuracy.(accuracy_frags[w-1]) += 1;
@@ -664,7 +625,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        }
 }
 
-.float muted; // to be used by prvm_edictset server playernumber muted 1
 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
 // message "": do not say, just test flood control
 // return value:
@@ -946,7 +906,6 @@ float GetVoiceMessageVoiceType(string type)
        return VOICETYPE_TEAMRADIO;
 }
 
-string allvoicesamples;
 .string GetVoiceMessageSampleField(string type)
 {
        GetPlayerSoundSampleField_notFound = 0;
@@ -1052,8 +1011,6 @@ float LoadPlayerSounds(string f, float first)
        return 1;
 }
 
-.float modelindex_for_playersound;
-.float skin_for_playersound;
 void UpdatePlayerSounds()
 {
        if(self.modelindex == self.modelindex_for_playersound)