#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/all.qh"
+#include "../common/mutators/mutator/instagib/sv_instagib.qh"
#include "../common/triggers/subs.qh"
#include "../common/triggers/triggers.qh"
#include "../lib/warpzone/server.qh"
+#include <common/mutators/mutator/overkill/oknex.qh>
+
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
ClientConnect(this);
void ClientData_Touch(entity e)
{
- CS(e).clientdata.SendFlags = 1;
+ entity cd = CS(e).clientdata;
+ if (cd) { cd.SendFlags = 1; }
// make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
+ {
+ entity cd = CS(it).clientdata;
+ if (cd) { cd.SendFlags = 1; }
+ });
}
void SetSpectatee(entity this, entity spectatee);
if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
- this.hud = HUD_NORMAL;
+ if(this.monster_attack)
+ IL_REMOVE(g_monster_targets, this);
+ this.monster_attack = false;
+ STAT(HUD, this) = HUD_NORMAL;
TRANSMUTE(Observer, this);
this.iscreature = false;
this.teleportable = TELEPORT_SIMPLE;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
- this.stat_respawn_time = 0;
+ STAT(RESPAWN_TIME, this) = 0;
this.alpha = 0;
this.scale = 0;
this.fade_time = 0;
this.strength_finished = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
+ this.dphitcontentsmask = 0;
this.pushltime = 0;
this.istypefrag = 0;
setthink(this, func_null);
this.nextthink = 0;
this.deadflag = DEAD_NO;
this.crouch = false;
- this.revive_progress = 0;
+ STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
this.items = 0;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
- this.stat_respawn_time = 0;
+ STAT(RESPAWN_TIME, this) = 0;
this.scale = autocvar_sv_player_scale;
this.fade_time = 0;
this.pain_frame = 0;
this.strength_finished = 0;
this.invincible_finished = 0;
this.fire_endtime = -1;
- this.revive_progress = 0;
+ STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
this.air_finished = time + 12;
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
- this.hud = HUD_NORMAL;
+ STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
+ stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
+
MUTATOR_CALLHOOK(FixClientCvars, e);
}
MUTATOR_CALLHOOK(ClientDisconnect, this);
- if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
+ strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
+ strfree(CS(this).weaponorder_byimpulse);
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
- if (this.clientstatus) strunzone(this.clientstatus);
- if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
+ strfree(this.clientstatus);
if (this.personal) delete(this.personal);
this.playerid = 0;
Fire_ApplyDamage(this);
Fire_ApplyEffect(this);
- if (!g_instagib)
+ if (!MUTATOR_IS_ENABLED(mutator_instagib))
{
if (this.items & ITEM_Strength.m_itemid)
{
this.health = spectatee.health;
CS(this).impulse = 0;
this.items = spectatee.items;
- this.last_pickup = spectatee.last_pickup;
- this.hit_time = spectatee.hit_time;
+ STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
+ STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
this.strength_finished = spectatee.strength_finished;
this.invincible_finished = spectatee.invincible_finished;
this.superweapons_finished = spectatee.superweapons_finished;
this.v_angle = spectatee.v_angle;
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
- this.revive_progress = spectatee.revive_progress;
+ STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
this.viewloc = spectatee.viewloc;
if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
SetZoomState(this, CS(spectatee).zoomstate);
anticheat_spectatecopy(this, spectatee);
- this.hud = spectatee.hud;
+ STAT(HUD, this) = STAT(HUD, spectatee);
if(spectatee.vehicle)
{
this.angles = spectatee.v_angle;
if (CS(this).version_mismatch) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
- if (ShowTeamSelection(this)) return false;
if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
+ if (ShowTeamSelection(this)) return false;
return true;
}
.int items_added;
+.string shootfromfixedorigin;
bool PlayerThink(entity this)
{
if (game_stopped || intermission_running) {
return false;
}
- bool have_hook = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).hook.state)
- {
- have_hook = true;
- break;
- }
- }
- bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if (have_hook) {
- do_crouch = false;
- } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- do_crouch = false;
- } else if (this.vehicle) {
- do_crouch = false;
- } else if (STAT(FROZEN, this)) {
- do_crouch = false;
- }
+ FixPlayermodel(this);
- if (do_crouch) {
- if (!this.crouch) {
- this.crouch = true;
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
- setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
- // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
- }
- } else if (this.crouch) {
- tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
- if (!trace_startsolid) {
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- }
+ if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
+ this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
+ stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
}
- FixPlayermodel(this);
-
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
return true;
}
+.bool would_spectate;
void ObserverThink(entity this)
{
if ( CS(this).impulse )
if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
this.flags &= ~FL_JUMPRELEASED;
this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectateNext(this)) {
TRANSMUTE(Spectator, this);
}
CS(this).impulse = 0;
} else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
+ this.would_spectate = false;
this.flags &= ~FL_JUMPRELEASED;
TRANSMUTE(Observer, this);
PutClientInServer(this);
} else {
if(!SpectateUpdate(this))
- PutObserverInServer(this);
+ {
+ if(!SpectateNext(this))
+ {
+ PutObserverInServer(this);
+ this.would_spectate = true;
+ }
+ }
}
} else {
if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
}
if (!assume_unchanged && autocvar_sv_eventlog)
GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
- if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
- CS(this).netname_previous = strzone(this.netname);
+ strcpy(CS(this).netname_previous, this.netname);
}
// version nagging
{
if (STAT(FROZEN, this) == 2)
{
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
+ STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
+ this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
- if (this.revive_progress >= 1)
+ if (STAT(REVIVE_PROGRESS, this) >= 1)
Unfreeze(this);
}
else if (STAT(FROZEN, this) == 3)
{
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+ STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
if (this.health < 1)
{
if(this.event_damage)
this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- else if (this.revive_progress <= 0)
+ else if (STAT(REVIVE_PROGRESS, this) <= 0)
Unfreeze(this);
}
}
}
if (IS_PLAYER(this)) {
+ if(this.death_time == time && IS_DEAD(this))
+ {
+ // player's bbox gets resized now, instead of in the damage event that killed the player,
+ // once all the damage events of this frame have been processed with normal size
+ this.maxs.z = 5;
+ setsize(this, this.mins, this.maxs);
+ }
DrownPlayer(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
store.impulse = this.impulse;
this.impulse = 0;
- store.button0 = this.button0;
- store.button2 = this.button2;
- store.button3 = this.button3;
+ bool typing = this.buttonchat;
+
+ store.button0 = (typing) ? 0 : this.button0;
+ //button1?!
+ store.button2 = (typing) ? 0 : this.button2;
+ store.button3 = (typing) ? 0 : this.button3;
store.button4 = this.button4;
- store.button5 = this.button5;
+ store.button5 = (typing) ? 0 : this.button5;
store.button6 = this.button6;
store.button7 = this.button7;
store.button8 = this.button8;
store.ping_movementloss = this.ping_movementloss;
store.v_angle = this.v_angle;
- store.movement = this.movement;
+ store.movement = (typing) ? '0 0 0' : this.movement;
+}
+
+NET_HANDLE(fpsreport, bool)
+{
+ int fps = ReadShort();
+ PlayerScore_Set(sender, SP_FPS, fps);
+ return true;
}