X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fcl_client.qc;h=0ba761f453cc05c3cdb091d447b58123861e302c;hb=e52c92b8ba22924be19d8458fb1dd0cb7cfe11c7;hp=8489145c12e040b8de7db2dd5bccc014d401b8da;hpb=a50d76ee500698d2ee6794ab9ea3084276cc1bed;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index 8489145c1..0ba761f45 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -311,7 +311,7 @@ entity SelectSpawnPoint (float anypoint) if (!spot) { if(autocvar_spawn_debug) - GotoNextMap(); + GotoNextMap(0); else { if(some_spawn_has_been_used) @@ -456,7 +456,7 @@ void PutObserverInServer (void) self.health = -666; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; - self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink + self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink self.flags = FL_CLIENT | FL_NOTARGET; self.armorvalue = 666; self.effects = 0; @@ -466,7 +466,7 @@ void PutObserverInServer (void) self.pauseregen_finished = 0; self.damageforcescale = 0; self.death_time = 0; - self.dead_frame = 0; + self.respawn_time = 0; self.alpha = 0; self.scale = 0; self.fade_time = 0; @@ -474,6 +474,7 @@ void PutObserverInServer (void) self.pain_finished = 0; self.strength_finished = 0; self.invincible_finished = 0; + self.superweapons_finished = 0; self.pushltime = 0; self.think = SUB_Null; self.nextthink = 0; @@ -485,7 +486,7 @@ void PutObserverInServer (void) self.fixangle = TRUE; self.crouch = FALSE; - setorigin (self, spot.origin); + setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way self.prevorigin = self.origin; self.items = 0; self.weapons = 0; @@ -644,6 +645,7 @@ Called when a client spawns in the server ============= */ //void() ctf_playerchanged; + void PutClientInServer (void) { if(clienttype(self) == CLIENTTYPE_BOT) @@ -750,6 +752,11 @@ void PutClientInServer (void) self.weapons = start_weapons; } + if(self.weapons & WEPBIT_SUPERWEAPONS) // exception for minstagib, as minstanex is a superweapon + self.superweapons_finished = time + autocvar_g_balance_superweapons_time; + else + self.superweapons_finished = 0; + if(g_weaponarena_random) { if(g_weaponarena_random_with_laser) @@ -760,7 +767,6 @@ void PutClientInServer (void) } self.items = start_items; - self.jump_interval = time; self.spawnshieldtime = time + autocvar_g_spawnshieldtime; self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; @@ -776,8 +782,7 @@ void PutClientInServer (void) } self.damageforcescale = 2; self.death_time = 0; - self.dead_frame = 0; - self.alpha = 0; + self.respawn_time = 0; self.scale = 0; self.fade_time = 0; self.pain_frame = 0; @@ -963,6 +968,7 @@ float ClientInit_SendEntity(entity to, float sf) WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange); + WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary); return TRUE; } @@ -1116,7 +1122,7 @@ void KillIndicator_Think() return; } - if (self.owner.effects & CSQCMODEL_EF_INVISIBLE) + if (self.owner.alpha < 0) { self.owner.killindicator = world; remove(self); @@ -1504,8 +1510,6 @@ void ClientConnect (void) else stuffcmd(self, "set _teams_available 0\n"); - stuffcmd(self, strcat("set gametype ", ftos(game), "\n")); - if(g_arena || g_ca) { self.classname = "observer"; @@ -1528,7 +1532,7 @@ void ClientConnect (void) } self.jointime = time; - self.allowedTimeouts = autocvar_sv_timeout_number; + self.allowed_timeouts = autocvar_sv_timeout_number; if(clienttype(self) == CLIENTTYPE_REAL) { @@ -1593,8 +1597,12 @@ void ClientConnect (void) CSQCMODEL_AUTOINIT(); self.model_randomizer = random(); + + if(clienttype(self) != CLIENTTYPE_REAL) + return; + + sv_notice_join(); } - /* ============= ClientDisconnect @@ -1700,7 +1708,7 @@ void ClientDisconnect (void) void ChatBubbleThink() { self.nextthink = time; - if ((self.owner.effects & CSQCMODEL_EF_INVISIBLE) || self.owner.chatbubbleentity != self) + if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self) { if(self.owner) // but why can that ever be world? self.owner.chatbubbleentity = world; @@ -1719,7 +1727,7 @@ void ChatBubbleThink() void UpdateChatBubble() { - if (self.effects & CSQCMODEL_EF_INVISIBLE) + if (self.alpha < 0) return; // spawn a chatbubble entity if needed if (!self.chatbubbleentity) @@ -1756,31 +1764,24 @@ void UpdateChatBubble() else self.colormod = '1 1 1'; }*/ -.float oldcolormap; void respawn(void) { - if(!(self.effects & CSQCMODEL_EF_INVISIBLE) && autocvar_g_respawn_ghosts) + if(self.alpha >= 0 && autocvar_g_respawn_ghosts) { self.solid = SOLID_NOT; self.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_FLY; self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed; self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3; - self.effects |= EF_ADDITIVE; - self.oldcolormap = self.colormap; - self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it + self.effects |= CSQCMODEL_EF_RESPAWNGHOST; pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1); if(autocvar_g_respawn_ghosts_maxtime) SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5); } CopyBody(1); + self.effects |= EF_NODRAW; // prevent another CopyBody - if(self.oldcolormap) - { - self.colormap = self.oldcolormap; - self.oldcolormap = 0; - } PutClientInServer(); } @@ -1810,7 +1811,7 @@ void player_powerups (void) self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); - if((self.effects & CSQCMODEL_EF_INVISIBLE) || self.deadflag) // don't apply the flags if the player is gibbed + if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed return; Fire_ApplyDamage(self); @@ -1898,26 +1899,68 @@ void player_powerups (void) sprint(self, "^3Shield surrounds you\n"); } } + if (self.items & IT_SUPERWEAPON) + { + //if(W_WeaponBit(self.weapon) & WEPBIT_SUPERWEAPONS) + // self.effects = self.effects | EF_RED; + if (!(self.weapons & WEPBIT_SUPERWEAPONS)) + { + self.superweapons_finished = 0; + self.items = self.items - (self.items & IT_SUPERWEAPON); + sprint(self, "^3Superweapons have been lost\n"); + } + else if (self.items & IT_UNLIMITED_SUPERWEAPONS) + { + // don't let them run out + } + else + { + play_countdown(self.superweapons_finished, "misc/poweroff.wav"); + if (time > self.superweapons_finished) + { + self.items = self.items - (self.items & IT_SUPERWEAPON); + self.weapons &~= WEPBIT_SUPERWEAPONS; + sprint(self, "^3Superweapons have broken down\n"); + } + } + } + else if(self.weapons & WEPBIT_SUPERWEAPONS) + { + if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS)) + { + self.items = self.items | IT_SUPERWEAPON; + sprint(self, "^3You now have a superweapon\n"); + } + else + { + self.superweapons_finished = 0; + self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case + } + } + else + { + self.superweapons_finished = 0; + } + } + + if(autocvar_g_nodepthtestplayers) + self.effects = self.effects | EF_NODEPTHTEST; - if(autocvar_g_nodepthtestplayers) - self.effects = self.effects | EF_NODEPTHTEST; - - if(autocvar_g_fullbrightplayers) - self.effects = self.effects | EF_FULLBRIGHT; + if(autocvar_g_fullbrightplayers) + self.effects = self.effects | EF_FULLBRIGHT; - // midair gamemode: damage only while in the air - // if in midair mode, being on ground grants temporary invulnerability - // (this is so that multishot weapon don't clear the ground flag on the - // first damage in the frame, leaving the player vulnerable to the - // remaining hits in the same frame) - if (self.flags & FL_ONGROUND) - if (g_midair) - self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime); + // midair gamemode: damage only while in the air + // if in midair mode, being on ground grants temporary invulnerability + // (this is so that multishot weapon don't clear the ground flag on the + // first damage in the frame, leaving the player vulnerable to the + // remaining hits in the same frame) + if (self.flags & FL_ONGROUND) + if (g_midair) + self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime); - if (time >= game_starttime) - if (time < self.spawnshieldtime) - self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); - } + if (time >= game_starttime) + if (time < self.spawnshieldtime) + self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); MUTATOR_CALLHOOK(PlayerPowerups); } @@ -2261,13 +2304,13 @@ void ShowRespawnCountdown() return; else { - number = ceil(self.death_time - time); + number = ceil(self.respawn_time - time); if(number <= 0) return; if(number <= self.respawn_countdown) { self.respawn_countdown = number - 1; - if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds + if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds AnnounceTo(self, strcat(ftos(number), "")); } } @@ -2276,7 +2319,7 @@ void ShowRespawnCountdown() .float prevent_join_msgtime; void LeaveSpectatorMode() { - if(nJoinAllowed(1)) { + if(nJoinAllowed(self)) { if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) { self.classname = "player"; @@ -2326,26 +2369,36 @@ void LeaveSpectatorMode() * it checks whether the number of currently playing players exceeds g_maxplayers. * @return int number of free slots for players, 0 if none */ -float nJoinAllowed(float includeMe) { +float nJoinAllowed(entity ignore) { + if(!ignore) + // this is called that way when checking if anyone may be able to join (to build qcstatus) + // so report 0 free slots if restricted + { + if(autocvar_g_forced_team_otherwise == "spectate") + return 0; + if(autocvar_g_forced_team_otherwise == "spectator") + return 0; + } + if(self.team_forced < 0) - return FALSE; // forced spectators can never join + return 0; // forced spectators can never join // TODO simplify this entity e; - float totalClients; FOR_EACH_CLIENT(e) - totalClients += 1; + if(e != ignore) + totalClients += 1; if (!autocvar_g_maxplayers) - return maxclients - totalClients + includeMe; + return maxclients - totalClients; float currentlyPlaying; FOR_EACH_REALPLAYER(e) currentlyPlaying += 1; if(currentlyPlaying < autocvar_g_maxplayers) - return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying); + return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying); return 0; } @@ -2603,7 +2656,7 @@ void PlayerPreThink (void) } //don't allow the player to turn around while game is paused! - if(timeoutStatus == 2) { + if(timeout_status == TIMEOUT_ACTIVE) { // FIXME turn this into CSQC stuff self.v_angle = self.lastV_angle; self.angles = self.lastV_angle; @@ -2643,9 +2696,9 @@ void PlayerPreThink (void) float button_pressed, force_respawn; if(self.personal && g_race_qualifying) { - if(time > self.death_time) + if(time > self.respawn_time) { - self.death_time = time + 1; // only retry once a second + self.respawn_time = time + 1; // only retry once a second respawn(); self.impulse = 141; } @@ -2675,9 +2728,9 @@ void PlayerPreThink (void) } else if (self.deadflag == DEAD_RESPAWNING) { - if(time > self.death_time) + if(time > self.respawn_time) { - self.death_time = time + 1; // only retry once a second + self.respawn_time = time + 1; // only retry once a second respawn(); } } @@ -2923,10 +2976,8 @@ void PlayerPostThink (void) stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n")); } - if(sv_maxidle && frametime) + if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). { - // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). - float timeleft; if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10 { if(self.idlekick_lasttimeleft) @@ -2934,34 +2985,37 @@ void PlayerPostThink (void) Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING); self.idlekick_lasttimeleft = 0; } - return; - } - timeleft = ceil(sv_maxidle - (time - self.parm_idlesince)); - if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10 - { - if(!self.idlekick_lasttimeleft) - Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft); - } - if(timeleft <= 0) - { - bprint("^3", self.netname, "^3 was kicked for idling.\n"); - AnnounceTo(self, "terminated"); - dropclient(self); - return; } - else if(timeleft <= 10) + else { - if(timeleft != self.idlekick_lasttimeleft) - AnnounceTo(self, ftos(timeleft)); - self.idlekick_lasttimeleft = timeleft; + float timeleft; + timeleft = ceil(sv_maxidle - (time - self.parm_idlesince)); + if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10 + { + if(!self.idlekick_lasttimeleft) + Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft); + } + if(timeleft <= 0) + { + bprint("^3", self.netname, "^3 was kicked for idling.\n"); + AnnounceTo(self, "terminated"); + dropclient(self); + return; + } + else if(timeleft <= 10) + { + if(timeleft != self.idlekick_lasttimeleft) + AnnounceTo(self, ftos(timeleft)); + self.idlekick_lasttimeleft = timeleft; + } } } #ifdef TETRIS if(self.impulse == 100) ImpulseCommands(); - if (TetrisPostFrame()) - return; + if (!TetrisPostFrame()) + { #endif CheatFrame(); @@ -2982,6 +3036,10 @@ void PlayerPostThink (void) //do nothing } +#ifdef TETRIS + } +#endif + /* float i; for(i = 0; i < 1000; ++i)