]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Fix kicked player not receiving the kick message (if sent with Send_Notification)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index bd73d34947f5f6bc8b3720ad3b673997ffa5912e..74259e3e826e620fe1f2bd7f9645aad1e37e4d8f 100644 (file)
@@ -1,46 +1,42 @@
 #include "player.qh"
 
+#include <common/anim.qh>
+#include <common/animdecide.qh>
+#include <common/csqcmodel_settings.qh>
+#include <common/deathtypes/all.qh>
 #include <common/effects/all.qh>
-#include "bot/api.qh"
-#include "cheats.qh"
-#include "client.qh"
-#include "clientkill.qh"
-#include "damage.qh"
-#include "world.qh"
-#include "handicap.qh"
-#include "miscfunctions.qh"
-#include "portals.qh"
-#include "teamplay.qh"
-#include <server/main.qh>
-#include "weapons/common.qh"
-#include "weapons/throwing.qh"
-#include "command/common.qh"
-#include "command/vote.qh"
-#include "../common/state.qh"
-#include "../common/anim.qh"
-#include "../common/animdecide.qh"
-#include "../common/csqcmodel_settings.qh"
-#include "../common/gamemodes/sv_rules.qh"
-#include "../common/deathtypes/all.qh"
-#include "../common/mapobjects/subs.qh"
-#include <common/mapobjects/teleporters.qh>
-#include "../common/playerstats.qh"
-#include "../lib/csqcmodel/sv_model.qh"
-
-#include "../common/minigames/sv_minigames.qh"
-
+#include <common/effects/qc/_mod.qh>
 #include <common/gamemodes/_mod.qh>
-
-#include "../common/physics/player.qh"
-#include "../common/effects/qc/_mod.qh"
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/mapobjects/_mod.qh"
-#include "../common/wepent.qh"
-
-#include "weapons/weaponstats.qh"
+#include <common/gamemodes/sv_rules.qh>
+#include <common/mapobjects/_mod.qh>
+#include <common/mapobjects/subs.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <common/physics/player.qh>
+#include <common/playerstats.qh>
+#include <common/state.qh>
+#include <common/wepent.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/bot/api.qh>
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/clientkill.qh>
+#include <server/command/common.qh>
+#include <server/command/vote.qh>
+#include <server/damage.qh>
+#include <server/handicap.qh>
+#include <server/hook.qh>
+#include <server/main.qh>
+#include <server/mutators/_mod.qh>
+#include <server/portals.qh>
+#include <server/teamplay.qh>
+#include <server/weapons/accuracy.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/throwing.qh>
+#include <server/weapons/weaponstats.qh>
 #include <server/weapons/weaponsystem.qh>
-
-#include "../common/animdecide.qh"
+#include <server/world.qh>
 
 void Drop_Special_Items(entity player)
 {
@@ -247,7 +243,12 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        }
                }
 
-               if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+               if (STAT(FROZEN, this))
+               {
+                       if (!ITEM_DAMAGE_NEEDKILL(deathtype))
+                               damage = 0;
+               }
+               else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
                        damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
 
                if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
@@ -342,7 +343,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        if(take)
                                this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
-                       if (time > this.pain_finished)          //Don't switch pain sequences like crazy
+                       if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy
                        {
                                this.pain_finished = time + 0.5;        //Supajoe
 
@@ -388,8 +389,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        }
 
                        float realdmg = damage - excess;
-                       if (this != attacker && realdmg)
-                       if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
+                       if (this != attacker && realdmg && !STAT(FROZEN, this)
+                               && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
                        {
                                if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
                                        GameRules_scoring_add(attacker, DMG, realdmg);
@@ -416,7 +417,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if(vbot || IS_REAL_CLIENT(this))
        if(abot || IS_REAL_CLIENT(attacker))
        if(attacker && this != attacker)
-       if(DIFF_TEAM(this, attacker))
+       if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time))
        {
                if(DEATH_ISSPECIAL(deathtype))
                        awep = attacker.(weaponentity).m_weapon;
@@ -425,8 +426,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                valid_damage_for_weaponstats = true;
        }
 
-       dh = dh - max(GetResource(this, RES_HEALTH), 0);
-       da = da - max(GetResource(this, RES_ARMOR), 0);
+       dh -= max(GetResource(this, RES_HEALTH), 0); // health difference
+       da -= max(GetResource(this, RES_ARMOR), 0); // armor difference
        if(valid_damage_for_weaponstats)
        {
                WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
@@ -554,6 +555,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                UNSET_ONGROUND(this);
                // dying animation
                this.deadflag = DEAD_DYING;
+               // don't play teleportation sounds
+               this.teleportable = TELEPORT_SIMPLE;
+
+               STAT(STRENGTH_FINISHED, this) = 0;
+               STAT(INVINCIBLE_FINISHED, this) = 0;
+               STAT(SUPERWEAPONS_FINISHED, this) = 0;
+               STAT(AIR_FINISHED, this) = 0;
 
                STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release