#include "teamplay.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
+#include "../common/state.qh"
#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
#include "../common/minigames/sv_minigames.qh"
+#include "../common/physics/player.qh"
+#include "../common/effects/qc/all.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
MUTATOR_CALLHOOK(DropSpecialItems, player);
}
-void CopyBody_Think()
-{SELFPARAM();
- if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
+void CopyBody_Think(entity this)
+{
+ if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
{
- self.CopyBody_think();
- if(wasfreed(self))
+ this.CopyBody_think(this);
+ if(wasfreed(this))
return;
- self.CopyBody_nextthink = self.nextthink;
- self.CopyBody_think = self.think;
- self.think = CopyBody_Think;
+ this.CopyBody_nextthink = this.nextthink;
+ this.CopyBody_think = getthink(this);
+ setthink(this, CopyBody_Think);
}
- CSQCMODEL_AUTOUPDATE(self);
- self.nextthink = time;
+ CSQCMODEL_AUTOUPDATE(this);
+ this.nextthink = time;
}
void CopyBody(entity this, float keepvelocity)
{
clone.solid = this.solid;
clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
- clone.customizeentityforclient = this.customizeentityforclient;
+ setcefc(clone, getcefc(this));
clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
CSQCMODEL_AUTOINIT(clone);
clone.CopyBody_nextthink = this.nextthink;
- clone.CopyBody_think = this.think;
+ clone.CopyBody_think = getthink(this);
clone.nextthink = time;
- clone.think = CopyBody_Think;
+ setthink(clone, CopyBody_Think);
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(clone);
animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
}
-void player_setupanimsformodel()
-{SELFPARAM();
+void player_setupanimsformodel(entity this)
+{
// load animation info
- animdecide_load_if_needed(self);
- animdecide_setstate(self, 0, false);
+ animdecide_load_if_needed(this);
+ animdecide_setstate(this, 0, false);
}
-void player_anim ()
-{SELFPARAM();
- int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
- if(IS_DEAD(self)) {
+void player_anim(entity this)
+{
+ int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ if(IS_DEAD(this)) {
if (!deadbits) {
// Decide on which death animation to use.
if(random() < 0.5)
deadbits = 0;
}
int animbits = deadbits;
- if(STAT(FROZEN, self))
+ if(STAT(FROZEN, this))
animbits |= ANIMSTATE_FROZEN;
- if(self.movetype == MOVETYPE_FOLLOW)
+ if(this.movetype == MOVETYPE_FOLLOW)
animbits |= ANIMSTATE_FOLLOW;
- if(self.crouch)
+ if(this.crouch)
animbits |= ANIMSTATE_DUCK;
- animdecide_setstate(self, animbits, false);
- animdecide_setimplicitstate(self, IS_ONGROUND(self));
+ animdecide_setstate(this, animbits, false);
+ animdecide_setimplicitstate(this, IS_ONGROUND(this));
}
void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
this.pusher = attacker;
this.pushltime = time + autocvar_g_maxpushtime;
- this.istypefrag = this.BUTTON_CHAT;
+ this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
}
else if(time < this.pushltime)
{
save = v.y;
}
- frag_damage = damage;
- MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
- take = bound(0, damage_take, this.health);
- save = bound(0, damage_save, this.armorvalue);
+ MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
+ take = bound(0, M_ARGV(4, float), this.health);
+ save = bound(0, M_ARGV(5, float), this.armorvalue);
excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
if(this.killindicator)
{
remove(this.killindicator);
- this.killindicator = world;
+ this.killindicator = NULL;
if(this.killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
if(accuracy_isgooddamage(attacker, this))
attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
- MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
- excess = frag_damage;
+ MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
+ excess = M_ARGV(4, float);
Weapon wep = PS(this).m_weapon;
- WITH(entity, self, this, wep.wr_playerdeath(wep));
+ wep.wr_playerdeath(wep, this);
RemoveGrapplingHook(this);
// set up to fade out later
SUB_SetFade (this, time + 6 + random (), 1);
// reset body think wrapper broken by SUB_SetFade
- if(this.classname == "body" && this.think != CopyBody_Think) {
- this.CopyBody_think = this.think;
+ if(this.classname == "body" && getthink(this) != CopyBody_Think) {
+ this.CopyBody_think = getthink(this);
this.CopyBody_nextthink = this.nextthink;
- this.think = CopyBody_Think;
+ setthink(this, CopyBody_Think);
this.nextthink = time;
}
// reset fields the weapons may use just in case
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- WITH(entity, self, this, it.wr_resetplayer(it));
+ it.wr_resetplayer(it, this);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
LogTeamchange(client.playerid, client.team, type);
}
+/** print(), but only print if the server is not local */
+void dedicated_print(string input)
+{
+ if (server_is_dedicated) print(input);
+}
+
/**
* message "": do not say, just test flood control
* return value:
* 0 = reject
* -1 = fake accept
*/
-int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
+int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
{
- string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
- float flood;
- var .float flood_field;
- float ret;
- string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
-
- if(!teamsay && !privatesay)
- if(substring(msgin, 0, 1) == " ")
- msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
+ if (!teamsay && !privatesay) if (substring(msgin, 0, 1) == " ")
+ msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
- msgin = formatmessage(msgin);
+ msgin = formatmessage(source, msgin);
+ string colorstr;
if (!IS_PLAYER(source))
colorstr = "^0"; // black for spectators
else if(teamplay)
if(intermission_running)
teamsay = false;
+ if (!source) {
+ colorstr = "";
+ teamsay = false;
+ }
+
if(msgin != "")
msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
// for now, just give "say" back and only handle say_team
if(!teamsay)
{
- clientcommand(self, strcat("say ", msgin));
+ clientcommand(source, strcat("say ", msgin));
return;
}
*/
- if(autocvar_g_chat_teamcolors)
- namestr = playername(source);
- else
- namestr = source.netname;
+ string namestr = "";
+ if (source)
+ namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
- if(strdecolorize(namestr) == namestr)
- colorprefix = "^3";
- else
- colorprefix = "^7";
+ string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
- if(msgin != "")
- {
+ string msgstr, cmsgstr;
+ string privatemsgprefix = string_null;
+ int privatemsgprefixlen = 0;
+ if (msgin == "") {
+ msgstr = cmsgstr = "";
+ } else {
if(privatesay)
{
msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
msgstr = strcat("\{1}^4* ", "^7", msgin);
}
- else
- msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
+ else {
+ msgstr = "\{1}";
+ msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
+ msgstr = strcat(msgstr, msgin);
+ }
cmsgstr = "";
}
msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
}
- else
- {
- msgstr = cmsgstr = "";
- }
- fullmsgstr = msgstr;
- fullcmsgstr = cmsgstr;
+ string fullmsgstr = msgstr;
+ string fullcmsgstr = cmsgstr;
// FLOOD CONTROL
- flood = 0;
- flood_field = floodcontrol_chat;
+ int flood = 0;
+ var .float flood_field = floodcontrol_chat;
if(floodcontrol)
{
float flood_spl;
source.(flood_field) = flood = 0;
}
+ string sourcemsgstr, sourcecmsgstr;
if(flood == 2) // cannot happen for empty msgstr
{
if(autocvar_g_chat_flood_notify_flooder)
sourcecmsgstr = cmsgstr;
}
- if(!privatesay)
- if (!IS_PLAYER(source))
+ if (!privatesay && source && !IS_PLAYER(source))
{
if (!intermission_running)
if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
if(privatesay)
sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
+ int ret;
if(source.muted)
{
// always fake the message
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
}
else if(teamsay > 0) // team message, only sent to team mates
{
dedicated_print(msgstr); // send to server console too
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
sprint(it, msgstr);
if(cmsgstr != "")
centerprint(it, cmsgstr);
- ));
+ });
}
else if(teamsay < 0) // spectator message, only sent to spectators
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
- }
- else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
- {
- sprint(source, sourcemsgstr);
- dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
+ FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
}
else
- bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
+ {
+ if (source) {
+ sprint(source, sourcemsgstr);
+ dedicated_print(msgstr); // send to server console too
+ MX_Say(strcat(playername(source), "^7: ", msgin));
+ }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
+ }
}
return ret;