X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_client.qc;h=dcc68204f2ce0c76a1b983973f489ed587808521;hb=248cf47b022caea9730cae1a8d13ca1dfbfe5db3;hp=16f5bb76fa5e7628663f1fa17b17f72d626a16bd;hpb=183384aaae370c48d8b3e084fa997003c73cc81a;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index 16f5bb76..dcc68204 100644 --- a/data/qcsrc/server/cl_client.qc +++ b/data/qcsrc/server/cl_client.qc @@ -396,7 +396,7 @@ Checks if the argument string can be a valid playermodel. Returns a valid one in doubt. ============= */ -string FallbackPlayerModel = "models/player/vixen.zym"; +string FallbackPlayerModel = "models/player/vixen.iqm"; string CheckPlayerModel(string plyermodel) { if(strlen(plyermodel) < 4) return FallbackPlayerModel; @@ -534,15 +534,27 @@ float Client_customizeentityforclient() if(other.predator == self) { Client_setmodel(stomachmodel); + self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models self.effects |= EF_NODEPTHTEST; // don't hide behind walls self.alpha = other.cvar_cl_vore_stomachmodel; return TRUE; } Client_setmodel(setmodel_state()); - self.effects &~= EF_NODEPTHTEST; + if(cvar("g_nodepthtestplayers")) + self.effects |= EF_NODEPTHTEST; + else + self.effects &~= EF_NODEPTHTEST; + if(cvar("g_fullbrightplayers")) + self.effects |= EF_FULLBRIGHT; + if not(self.stat_eaten) + { self.alpha = default_player_alpha; + if(cvar("g_vore_swallowfade")) + if not(other == self && !chase) + self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing + } else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer")) { self.alpha = default_player_alpha; // allow seeing neighboring prey @@ -579,7 +591,7 @@ void PutObserverInServer (void) WriteEntity(MSG_ONE, self); } - Vore_Disconnect(); + Vore_Disconnect(TRUE); kh_Key_DropAll(self, TRUE); @@ -615,7 +627,7 @@ void PutObserverInServer (void) self.health = -666; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; - self.movetype = MOVETYPE_NOCLIP; + self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink self.flags = FL_CLIENT | FL_NOTARGET; self.armorvalue = 666; self.effects = 0; @@ -644,9 +656,9 @@ void PutObserverInServer (void) self.fixangle = TRUE; self.crouch = FALSE; - self.view_ofs = PL_VIEW_OFS; + self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS" setorigin (self, spot.origin); - setsize (self, '0 0 0', '0 0 0'); + setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY self.prevorigin = self.origin; self.items = 0; self.weapons = 0; @@ -802,6 +814,8 @@ Called when a client spawns in the server //void() ctf_playerchanged; void PutClientInServer (void) { + entity e; + if(clienttype(self) == CLIENTTYPE_BOT) { self.classname = "player"; @@ -846,7 +860,7 @@ void PutClientInServer (void) RemoveGrabber(self); // Wazat's Grabber - Vore_Disconnect(); + Vore_Disconnect(TRUE); self.swallow_progress_pred = self.swallow_progress_prey = 0; self.classname = "player"; @@ -928,6 +942,7 @@ void PutClientInServer (void) self.angles_z = 0; // never spawn tilted even if the spot says to self.fixangle = TRUE; // turn this way immediately + self.leanangle_damage_force = '0 0 0'; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; @@ -1016,10 +1031,9 @@ void PutClientInServer (void) weapon_action(j, WR_RESETPLAYER); // all weapons must be fully loaded when we spawn - entity e; e = get_weaponinfo(j); if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars - self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); + self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); } oldself = self; @@ -1052,7 +1066,10 @@ float ClientInit_SendEntity(entity to, float sf) WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0); WriteShort(MSG_ENTITY, cvar("g_vore")); - WriteShort(MSG_ENTITY, cvar("g_healthsize")); + if(cvar("g_healthsize")) + WriteShort(MSG_ENTITY, cvar("g_healthsize_center")); + else + WriteShort(MSG_ENTITY, -1); // healthsize is disabled WriteShort(MSG_ENTITY, cvar("g_healthsize_min")); WriteShort(MSG_ENTITY, cvar("g_healthsize_max")); @@ -1067,6 +1084,10 @@ float ClientInit_SendEntity(entity to, float sf) teamheal_max = cvar("g_balance_vore_teamheal_stable"); WriteCoord(MSG_ENTITY, teamheal_max); + WriteShort(MSG_ENTITY, cvar("g_power")); + WriteShort(MSG_ENTITY, cvar("g_power_reboot")); + WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn")); + return TRUE; } @@ -1365,6 +1386,7 @@ void FixClientCvars(entity e) stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n")); stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n")); stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n")); + stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n")); stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n")); stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n")); stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n")); @@ -1609,7 +1631,7 @@ void ClientDisconnect (void) return; } - Vore_Disconnect(); + Vore_Disconnect(TRUE); CheatShutdownClient(); @@ -1880,12 +1902,6 @@ void player_powerups (void) } } - if(cvar("g_nodepthtestplayers")) - self.effects = self.effects | EF_NODEPTHTEST; - - if(cvar("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 @@ -1945,7 +1961,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re { msg_entity = self; if(clienttype(msg_entity) == CLIENTTYPE_REAL) - soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE); + soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE, 0); } self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second } @@ -2110,8 +2126,10 @@ void SpectateCopy(entity spectatee) { self.fixangle = TRUE; self.stomach_load = spectatee.stomach_load; self.stat_eaten = spectatee.stat_eaten; + self.swallow_progress_prey = spectatee.swallow_progress_prey; + self.swallow_progress_pred = spectatee.swallow_progress_pred; self.stat_stomachload = spectatee.stat_stomachload; - self.stat_stomachmaxload = spectatee.stomach_maxload; + self.stat_stomachmaxload = spectatee.stat_stomachmaxload; self.stat_digesting = spectatee.stat_digesting; self.stat_canleave = spectatee.stat_canleave; self.stat_canswallow = spectatee.stat_canswallow; @@ -2123,6 +2141,9 @@ void SpectateCopy(entity spectatee) { setsize(self, spectatee.mins, spectatee.maxs); SetZoomState(spectatee.zoomstate); + // copy necessary flags + if(spectatee.flags & FL_ONGROUND) self.flags |= FL_ONGROUND; else self.flags &~= FL_ONGROUND; + anticheat_spectatecopy(spectatee); } @@ -2310,17 +2331,16 @@ float vercmp(string v1, string v2) return vercmp_recursive(v1, v2); } +.float last_alive_scale; void SetPlayerSize() { - // don't scale dead players who aren't prey - if(!self.stat_eaten && self.deadflag != DEAD_NO) + if(!cvar("g_healthsize")) return; - if(cvar("g_healthsize")) + if(self.deadflag == DEAD_NO) { // change player scale based on the amount of health we have - - self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize"); + self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize")); // The following code sets the bounding box to match the player's size. // It is currently disabled because of issues with engine movement prediction (cl_movement). @@ -2336,20 +2356,21 @@ void SetPlayerSize() { //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale); if(!self.stat_eaten) - self.view_ofs = PL_VIEW_OFS * self.scale; + self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor")); } - } - if(cvar("g_balance_vore_digestion_limit") < 0 && self.deadflag != DEAD_NO && self.stat_eaten) + self.last_alive_scale = self.scale; + } + else if(self.last_alive_scale) { - // dead prey must shrink toward zero as they digest, until they reach digestion limit - self.scale *= 1 - bound(0, self.health / cvar("g_balance_vore_digestion_limit"), 1); + // if the player is dead, use the last scale he had when he was alive + self.scale = self.last_alive_scale; } - if(cvar("g_vore_neighborprey_distance") && self.stat_eaten) + if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO) { - // resize prey if neighborprey is enabled - self.scale *= cvar("g_vore_neighborprey_scale"); + // dead players shrink to zero as they head toward the health limit + self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1); } if(self.scale < 0.1) @@ -2358,17 +2379,20 @@ void SetPlayerSize() void ObserverThink() { + float prefered_movetype; if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { - self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK && !self.version_mismatch) { - self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; if(SpectateNext() == 1) { self.classname = "spectator"; } + } else { + prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); + if (self.movetype != prefered_movetype) + self.movetype = prefered_movetype; } } else { if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) { @@ -2381,6 +2405,7 @@ void ObserverThink() } } } + PrintWelcomeMessage(self); } @@ -2438,6 +2463,8 @@ Called every frame for each client before the physics are run */ void() ctf_setstatus; .float items_added; +.vector avg_vel; +.float power_sounded; void PlayerPreThink (void) { self.stat_game_starttime = game_starttime; @@ -2468,6 +2495,18 @@ void PlayerPreThink (void) // core code for the vore system Vore(); + // play power fail sound + if(self.armorvalue < cvar("g_power")) + { + if(!self.power_sounded) + { + sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM); + self.power_sounded = TRUE; + } + } + else + self.power_sounded = FALSE; + // version nagging if(self.version_nagtime) if(self.cvar_g_voretournamentversion) @@ -2542,6 +2581,57 @@ void PlayerPreThink (void) self.fixangle = TRUE; } + if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs + { + // lean the player with damage and acceleration + // credits go to divVerent for these maths :) + vector L0, L1, LF, LA; + + LA = AnglesTransform_FromAngles(self.angles); + + // acceleration leaning + if(cvar("g_leanplayer_acceleration")) + { + // average velocity to obtain a smooth acceleration + float f; + f = frametime * cvar("g_leanplayer_acceleration_fade"); + self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f; + } + + vector accel; + accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration + + // bound angles to the specified limit + accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max")); + accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max")); + accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max")); + + L0_x = vlen(accel) * -1; + L0_y = L1_y = vectoyaw(accel); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + LA = AnglesTransform_Multiply(LA, LF); + // end of acceleration leaning + + // damage leaning + L0 = vectoangles(self.leanangle_damage_loc); + L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + + LA = AnglesTransform_Multiply(LA, LF); + + // fade the player back to normal rotation each frame + self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade"); + // end of damage leaning + + self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE); + } + SetPlayerSize(); if(frametime) @@ -2565,6 +2655,8 @@ void PlayerPreThink (void) { // set weapon and player glowmod self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2; + if(self.armorvalue < cvar("g_power")) + self.glowmod = self.glowmod * random(); // make glow flicker when power is down self.weaponentity_glowmod = self.glowmod; }