#include "campaign.qh"
#include "command/common.qh"
#include "scores_rules.qh"
+#include "weapons/common.qh"
#include "bot/api.qh"
this.respawn_flags = 0;
this.respawn_time = 0;
STAT(RESPAWN_TIME, this) = 0;
- this.scale = autocvar_sv_player_scale;
+ bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
+ this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
this.fade_time = 0;
this.pain_frame = 0;
this.pain_finished = 0;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- entity oldwep = this.(weaponentity);
CL_SpawnWeaponentity(this, weaponentity);
- if(oldwep && oldwep.owner == this)
- this.(weaponentity).m_gunalign = oldwep.m_gunalign;
}
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
if (CS(this).impulse) ImpulseCommands(this);
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
return s;
}
-bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
+bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
/**
=============
CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (autocvar_sv_eventlog)
- GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
+ GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
ERASEABLE
void DebugPrintToChat(entity client, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChat(client, text);
}
ERASEABLE
void DebugPrintToChatAll(string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatAll(text);
}
ERASEABLE
void DebugPrintToChatTeam(int team_num, string text)
{
- if (autocvar_developer)
+ if (autocvar_developer > 0)
{
PrintToChatTeam(team_num, text);
}
this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(this.items & IT_UNLIMITED_AMMO))
{
float minf, maxf, limitf;
.int items_added;
.string shootfromfixedorigin;
+.bool dualwielding_prev;
bool PlayerThink(entity this)
{
if (game_stopped || intermission_running) {
stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
}
+ // reset gun alignment when dual wielding status changes
+ // to ensure guns are always aligned right and left
+ bool dualwielding = W_DualWielding(this);
+ if(this.dualwielding_prev != dualwielding)
+ {
+ W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
+ this.dualwielding_prev = dualwielding;
+ }
+
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
this.items |= this.items_added;
}
- player_regen(this);
-
- // WEAPONTODO: Add a weapon request for this
- // rot vortex charge to the charge limit
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ if (frametime)
{
- .entity weaponentity = weaponentities[slot];
- if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
- this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
- }
+ // WEAPONTODO: Add a weapon request for this
+ // rot vortex charge to the charge limit
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
- if (frametime) player_anim(this);
+ player_regen(this);
+ player_anim(this);
+ this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+ }
- // secret status
secrets_setstatus(this);
-
- // monsters status
monsters_setstatus(this);
- this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
-
return true;
}
this.max_armorvalue = 0;
}
- if(IS_PLAYER(this))
+ if (frametime && IS_PLAYER(this))
{
if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
{