X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_client.qc;h=dcc68204f2ce0c76a1b983973f489ed587808521;hb=248cf47b022caea9730cae1a8d13ca1dfbfe5db3;hp=58814dacf104edadae611f9432f5d4e66b13ea38;hpb=51bb2e41272982857f94fd035aa358e161f3123b;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index 58814dac..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"; @@ -1017,7 +1031,6 @@ 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")); @@ -1073,6 +1086,7 @@ float ClientInit_SendEntity(entity to, float sf) WriteShort(MSG_ENTITY, cvar("g_power")); WriteShort(MSG_ENTITY, cvar("g_power_reboot")); + WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn")); return TRUE; } @@ -1372,6 +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")); @@ -1616,7 +1631,7 @@ void ClientDisconnect (void) return; } - Vore_Disconnect(); + Vore_Disconnect(TRUE); CheatShutdownClient(); @@ -1887,12 +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 @@ -1952,7 +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 } @@ -2117,8 +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; @@ -2130,6 +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); } @@ -2342,7 +2356,7 @@ 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")); } self.last_alive_scale = self.scale; @@ -2365,17 +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)) { @@ -2388,6 +2405,7 @@ void ObserverThink() } } } + PrintWelcomeMessage(self); } @@ -2482,7 +2500,7 @@ void PlayerPreThink (void) { if(!self.power_sounded) { - sound(self, CHAN_TRIGGER, "sound/misc/power_fail.ogg", VOL_BASE, ATTN_NONE); + sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM); self.power_sounded = TRUE; } } @@ -2588,7 +2606,7 @@ void PlayerPreThink (void) 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); + L0_x = vlen(accel) * -1; L0_y = L1_y = vectoyaw(accel); L0 = AnglesTransform_FromAngles(L0); @@ -2637,6 +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; }