#include "campaign.qh"
#include "command/common.qh"
#include "scores_rules.qh"
+#include "weapons/common.qh"
#include "bot/api.qh"
#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
#include "../common/vehicles/all.qh"
this.pauseregen_finished += f;
}
- this.damageforcescale = 2;
+ this.damageforcescale = autocvar_g_player_damageforcescale;
this.death_time = 0;
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;
STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
+ // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
+ STAT(BUFFS, this) = 0;
+ STAT(BUFF_TIME, this) = 0;
+
this.air_finished = time + 12;
this.waterlevel = WATERLEVEL_NONE;
this.watertype = CONTENT_EMPTY;
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ if(this.swampslug)
+ delete(this.swampslug);
+ this.in_swamp = false;
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
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;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
{
if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+ else if (CS(this).motd_actived_time == -2)
{
- // instanctly hide MOTD
+ // instantly hide MOTD
CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
+ else if (IS_PLAYER(this) || IS_SPEC(this))
+ {
+ // FIXME occasionally for some reason MOTD never goes away
+ // delay MOTD removal a little bit in the hope it fixes this bug
+ if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
+ CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
+ else //if (CS(this).motd_actived_time < -2)
+ CS(this).motd_actived_time++;
+ }
}
}
.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)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}
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;
}
}
else if(autocvar_g_vehicles_enter)
{
- if(!STAT(FROZEN, this))
- if(!IS_DEAD(this))
- if(!game_stopped)
+ if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
{
entity head, closest_target = NULL;
head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
while(head) // find the closest acceptable target to enter
{
- if(IS_VEHICLE(head))
- if(!IS_DEAD(head))
+ if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
- if(head.takedamage != DAMAGE_NO)
{
if(closest_target)
{
if (this.netname == "" || this.netname != CS(this).netname_previous)
{
bool assume_unchanged = (CS(this).netname_previous == "");
- if (strlennocol(this.netname) > autocvar_name_maxlength)
+ if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
{
- int new_length = textLengthUpToLength(this.netname, autocvar_name_maxlength, strlennocol);
+ int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
- sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_name_maxlength));
+ sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
assume_unchanged = false;
// stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
}
this.max_armorvalue = 0;
}
- if(IS_PLAYER(this))
+ if (frametime && IS_PLAYER(this))
{
if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
{
MUTATOR_CALLHOOK(PlayerPreThink, this);
if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
- if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
+ if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
{
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
{
- if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
- if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
- {
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
- }
- else if(!it.owner)
+ if(!it.owner)
{
if(!it.team || SAME_TEAM(this, it))
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
else if(autocvar_g_vehicles_steal)
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
}
+ else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+ {
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+ }
});
this.last_vehiclecheck = time + 1;