#include "../common/wepent.qh"
#include <common/state.qh>
+#include "compat/quake3.qh"
+
#include <common/effects/qc/globalsound.qh>
#include "../common/mapobjects/func/conveyor.qh"
#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
+#include <common/mapobjects/trigger/counter.qh>
#include "../common/vehicles/all.qh"
WaypointSprite_PlayerDead(this);
- if (mutator_returnvalue) {
- // mutator prevents resetting teams+score
- } else {
- Player_SetTeamIndex(this, -1);
- this.frags = FRAGS_SPECTATOR;
- PlayerScore_Clear(this); // clear scores when needed
- }
-
if (CS(this).killcount != FRAGS_SPECTATOR)
{
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
if(!game_stopped)
if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
-
- if(!CS(this).just_joined)
- LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
- else
- CS(this).just_joined = false;
}
accuracy_resend(this);
this.strength_finished = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
- this.dphitcontentsmask = 0;
+ //this.dphitcontentsmask = 0;
+ this.dphitcontentsmask = DPCONTENTS_SOLID;
+ if (autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
this.pushltime = 0;
this.istypefrag = 0;
setthink(this, func_null);
if(axh.owner == this && axh != NULL && !wasfreed(axh))
delete(axh);
}
+
+ if (mutator_returnvalue)
+ {
+ // mutator prevents resetting teams+score
+ }
+ else
+ {
+ SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
+ this.frags = FRAGS_SPECTATOR;
+ }
}
int player_getspecies(entity this)
this.speedrunning = false;
+ this.counter_cnt = 0;
+ this.fragsfilter_cnt = 0;
+
target_voicescript_clear(this);
// reset fields the weapons may use
});
{
- string s = spot.target;
- spot.target = string_null;
+ //string s = spot.target;
+ //spot.target = string_null;
SUB_UseTargets(spot, this, NULL);
- spot.target = s;
+ //spot.target = s;
}
Unfreeze(this);
bot_clientconnect(this);
- // identify the right forced team
- if (autocvar_g_campaign)
- {
- if (IS_REAL_CLIENT(this)) // only players, not bots
- {
- switch (autocvar_g_campaign_forceteam)
- {
- case 1: this.team_forced = NUM_TEAM_1; break;
- case 2: this.team_forced = NUM_TEAM_2; break;
- case 3: this.team_forced = NUM_TEAM_3; break;
- case 4: this.team_forced = NUM_TEAM_4; break;
- default: this.team_forced = 0;
- }
- }
- }
- else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
- else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
- else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
- else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
- else switch (autocvar_g_forced_team_otherwise)
- {
- default: this.team_forced = 0; break;
- case "red": this.team_forced = NUM_TEAM_1; break;
- case "blue": this.team_forced = NUM_TEAM_2; break;
- case "yellow": this.team_forced = NUM_TEAM_3; break;
- case "pink": this.team_forced = NUM_TEAM_4; break;
- case "spectate":
- case "spectator":
- this.team_forced = -1;
- break;
- }
- if (!teamplay && this.team_forced > 0) this.team_forced = 0;
+ Player_DetermineForcedTeam(this);
TRANSMUTE(Observer, this);
if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
{
this.items = this.items | IT_SUPERWEAPON;
- if(!g_cts)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+ if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
+ {
+ if(!g_cts)
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+ }
}
else
{
keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
- keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
+ keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
CS(this).pressedkeys = keys; // store for other users
.bool team_selected;
bool ShowTeamSelection(entity this)
{
- if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+ if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
return false;
stuffcmd(this, "menu_showteamselect\n");
return true;
if(IS_PLAYER(this))
if(teamplay && this.team != -1)
{
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
}
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
return 0;
}
- if(this && this.team_forced < 0)
+ if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
return 0; // forced spectators can never join
// TODO simplify this
// don't do this in ClientConnect
// many things can go wrong if a client is spawned as player on connection
if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
- || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
+ || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
&& (!teamplay || autocvar_g_balance_teams)))
{
campaign_bots_may_start = true;