#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
-#include "waypointsprites.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
#include "../common/animdecide.qh"
#include "../common/playerstats.qh"
#include "../csqcmodellib/sv_model.qh"
+#include "../common/minigames/sv_minigames.qh"
+
#include "weapons/weaponstats.qh"
#include "../common/animdecide.qh"
void CopyBody_Think(void)
-{
+{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
self.CopyBody_think();
self.CopyBody_think = self.think;
self.think = CopyBody_Think;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.nextthink = time;
}
void CopyBody(float keepvelocity)
-{
- entity oldself;
+{SELFPARAM();
if (self.effects & EF_NODRAW)
return;
- oldself = self;
- self = spawn();
- self.enemy = oldself;
- self.lip = oldself.lip;
- self.colormap = oldself.colormap;
- self.iscreature = oldself.iscreature;
- self.teleportable = oldself.teleportable;
- self.damagedbycontents = oldself.damagedbycontents;
- self.angles = oldself.angles;
- self.v_angle = oldself.v_angle;
- self.avelocity = oldself.avelocity;
+ setself(spawn());
+ self.enemy = this;
+ self.lip = this.lip;
+ self.colormap = this.colormap;
+ self.iscreature = this.iscreature;
+ self.teleportable = this.teleportable;
+ self.damagedbycontents = this.damagedbycontents;
+ self.angles = this.angles;
+ self.v_angle = this.v_angle;
+ self.avelocity = this.avelocity;
self.classname = "body";
- self.damageforcescale = oldself.damageforcescale;
- self.effects = oldself.effects;
- self.glowmod = oldself.glowmod;
- self.event_damage = oldself.event_damage;
- self.anim_state = oldself.anim_state;
- self.anim_time = oldself.anim_time;
- self.anim_lower_action = oldself.anim_lower_action;
- self.anim_lower_time = oldself.anim_lower_time;
- self.anim_upper_action = oldself.anim_upper_action;
- self.anim_upper_time = oldself.anim_upper_time;
- self.anim_implicit_state = oldself.anim_implicit_state;
- self.anim_implicit_time = oldself.anim_implicit_time;
- self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
- self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
- self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
- self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
- self.dphitcontentsmask = oldself.dphitcontentsmask;
- self.death_time = oldself.death_time;
- self.pain_finished = oldself.pain_finished;
- self.health = oldself.health;
- self.armorvalue = oldself.armorvalue;
- self.armortype = oldself.armortype;
- self.model = oldself.model;
- self.modelindex = oldself.modelindex;
- self.skin = oldself.skin;
- self.species = oldself.species;
- self.movetype = oldself.movetype;
- self.solid = oldself.solid;
- self.ballistics_density = oldself.ballistics_density;
- self.takedamage = oldself.takedamage;
- self.customizeentityforclient = oldself.customizeentityforclient;
- self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+ self.damageforcescale = this.damageforcescale;
+ self.effects = this.effects;
+ self.glowmod = this.glowmod;
+ self.event_damage = this.event_damage;
+ self.anim_state = this.anim_state;
+ self.anim_time = this.anim_time;
+ self.anim_lower_action = this.anim_lower_action;
+ self.anim_lower_time = this.anim_lower_time;
+ self.anim_upper_action = this.anim_upper_action;
+ self.anim_upper_time = this.anim_upper_time;
+ self.anim_implicit_state = this.anim_implicit_state;
+ self.anim_implicit_time = this.anim_implicit_time;
+ self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ self.dphitcontentsmask = this.dphitcontentsmask;
+ self.death_time = this.death_time;
+ self.pain_finished = this.pain_finished;
+ self.health = this.health;
+ self.armorvalue = this.armorvalue;
+ self.armortype = this.armortype;
+ self.model = this.model;
+ self.modelindex = this.modelindex;
+ self.skin = this.skin;
+ self.species = this.species;
+ self.movetype = this.movetype;
+ self.solid = this.solid;
+ self.ballistics_density = this.ballistics_density;
+ self.takedamage = this.takedamage;
+ self.customizeentityforclient = this.customizeentityforclient;
+ self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = oldself.velocity;
+ self.velocity = this.velocity;
self.oldvelocity = self.velocity;
- self.alpha = oldself.alpha;
- self.fade_time = oldself.fade_time;
- self.fade_rate = oldself.fade_rate;
- //self.weapon = oldself.weapon;
- setorigin(self, oldself.origin);
- setsize(self, oldself.mins, oldself.maxs);
- self.prevorigin = oldself.origin;
+ self.alpha = this.alpha;
+ self.fade_time = this.fade_time;
+ self.fade_rate = this.fade_rate;
+ //self.weapon = this.weapon;
+ setorigin(self, this.origin);
+ setsize(self, this.mins, this.maxs);
+ self.prevorigin = this.origin;
self.reset = SUB_Remove;
- Drag_MoveDrag(oldself, self);
+ Drag_MoveDrag(this, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + oldself.clientcolors;
+ self.colormap = 1024 + this.clientcolors;
- CSQCMODEL_AUTOINIT();
- self.CopyBody_nextthink = oldself.nextthink;
- self.CopyBody_think = oldself.think;
+ CSQCMODEL_AUTOINIT(self);
+ self.CopyBody_nextthink = this.nextthink;
+ self.CopyBody_think = this.think;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(self);
animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
- self = oldself;
+ setself(this);
}
float player_getspecies()
-{
+{SELFPARAM();
float s;
get_model_parameters(self.model, self.skin);
s = get_model_parameters_species;
}
void player_setupanimsformodel()
-{
+{SELFPARAM();
// load animation info
animdecide_load_if_needed(self);
animdecide_setstate(self, 0, false);
}
void player_anim (void)
-{
+{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
if (!deadbits) {
int animbits = deadbits;
if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
+ if(self.movetype == MOVETYPE_FOLLOW)
+ animbits |= ANIMSTATE_FOLLOW;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, false);
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
}
void calculate_player_respawn_time()
-{
+{SELFPARAM();
if(g_ca)
return;
}
void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save, dh, da;
int j;
vector v;
if(deathtype == DEATH_KILL)
{
// for the lemmings fans, a small harmless explosion
- Send_Effect("rocket_explode", self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
}
}
attacker.accuracy.(accuracy_frags[w-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
- WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+ _WEP_ACTION(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ _WEP_ACTION(j, WR_RESETPLAYER);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
}
else if(teamsay)
{
- msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
+ if(strstrofs(msgin, "/me", 0) >= 0)
+ {
+ //msgin = strreplace("/me", "", msgin);
+ //msgin = substring(msgin, 3, strlen(msgin));
+ msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
+ msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
+ }
+ else
+ msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
}
else
{
- msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
+ if(strstrofs(msgin, "/me", 0) >= 0)
+ {
+ //msgin = strreplace("/me", "", msgin);
+ //msgin = substring(msgin, 3, strlen(msgin));
+ msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
+ msgstr = strcat("\{1}^4* ", "^7", msgin);
+ }
+ else
+ msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
cmsgstr = "";
}
msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
}
if(flood)
- print("NOTE: ", playername(source), "^7 is flooding.\n");
+ LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
// build sourcemsgstr by cutting off a prefix and replacing it by the other one
if(privatesay)
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
+ else if ( teamsay && source.active_minigame )
+ {
+ sprint(source, sourcemsgstr);
+ dedicated_print(msgstr); // send to server console too
+ FOR_EACH_REALCLIENT(head)
+ if(head != source)
+ if(head.active_minigame == source.active_minigame)
+ sprint(head, msgstr);
+ }
else if(teamsay > 0) // team message, only sent to team mates
{
sprint(source, sourcemsgstr);
void PrecachePlayerSounds(string f)
{
- float fh;
- string s;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
+ int fh = fopen(f, FILE_READ);
+ if (fh < 0)
return;
- while((s = fgets(fh)))
+ for (string s; (s = fgets(fh)); )
{
- if(tokenize_console(s) != 3)
+ int n = tokenize_console(s);
+ if (n != 3)
{
- dprint("Invalid sound info line: ", s, "\n");
+ if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
continue;
}
PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
}
void ClearPlayerSounds()
-{
+{SELFPARAM();
#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
ALLPLAYERSOUNDS
ALLVOICEMSGS
}
float LoadPlayerSounds(string f, float first)
-{
+{SELFPARAM();
float fh;
string s;
var .string field;
fh = fopen(f, FILE_READ);
if(fh < 0)
{
- dprint("Player sound file not found: ", f, "\n");
+ LOG_TRACE("Player sound file not found: ", f, "\n");
return 0;
}
while((s = fgets(fh)))
}
void UpdatePlayerSounds()
-{
+{SELFPARAM();
if(self.modelindex == self.modelindex_for_playersound)
if(self.skin == self.skin_for_playersound)
return;
}
void FakeGlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
}
void GlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
}
void PlayerSound(.string samplefield, float chan, float voicetype)
-{
+{SELFPARAM();
GlobalSound(self.(samplefield), chan, voicetype);
}
void VoiceMessage(string type, string msg)
-{
- var .string sample;
+{SELFPARAM();
float voicetype, ownteam;
float flood;
- sample = GetVoiceMessageSampleField(type);
+ var .string sample = GetVoiceMessageSampleField(type);
if(GetPlayerSoundSampleField_notFound)
{