X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcheats.qc;h=5ba860940a014344a3338f27551448ddbce0ad31;hb=616650bb18362024afeed71fed91d33dc1708d09;hp=0d95c453a1e6685b1d7032dd06dd520670ae628b;hpb=c6b0bfd9440e9baad268f9409ec6de5c3d56d06f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index 0d95c453a..5ba860940 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -89,10 +89,37 @@ float CheatsAllowed(float i, float argc, float fr) // the cheat gets passed as a ADD_CHEATS(self,cheating); \ return attempting #define IS_CHEAT(i,argc,fr) \ - ++attempting; \ - if(!CheatsAllowed(i,argc,fr)) \ + if((++attempting, !CheatsAllowed(i,argc,fr))) \ break +float num_autoscreenshot; +void info_autoscreenshot_findtarget() +{ + entity e; + e = find(world, targetname, self.target); + if(!e) + { + objerror("Missing target. FAIL!"); + return; + } + vector a = vectoangles(e.origin - self.origin); + a_x = -a_x; // don't ask + self.angles_x = a_x; + self.angles_y = a_y; + // we leave Rick Roll alone +} +void spawnfunc_info_autoscreenshot() +{ + if(++num_autoscreenshot > autocvar_g_max_info_autoscreenshot) + { + objerror("Too many info_autoscreenshot entitites. FAIL!"); + return; + } + if(self.target != "") + InitializeEntity(self, info_autoscreenshot_findtarget, INITPRIO_FINDTARGET); + // this one just has to exist +} + float CheatImpulse(float i) { BEGIN_CHEAT_FUNCTION(); @@ -215,8 +242,25 @@ float CheatImpulse(float i) break; case CHIMPULSE_TELEPORT: IS_CHEAT(i, 0, 0); + if(self.movetype == MOVETYPE_NOCLIP) + { + e = find(world, classname, "info_autoscreenshot"); + if(e) + { + sprint(self, "Emergency teleport used info_autoscreenshot location\n"); + setorigin(self, e.origin); + self.angles = e.angles; + remove(e); + // should we? self.angles_x = -self.angles_x; + self.fixangle = TRUE; + self.velocity = '0 0 0'; + DID_CHEAT(); + break; + } + } if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((gamestart_sv_cheats >= 2) ? 100000 : 100), 1024, 256)) { + sprint(self, "Emergency teleport used random location\n"); self.angles_x = -self.angles_x; self.fixangle = TRUE; self.velocity = '0 0 0'; @@ -229,7 +273,7 @@ float CheatImpulse(float i) IS_CHEAT(i, 0, 0); FOR_EACH_PLAYER(e) { - get_model_parameters(e.playermodel, e.skinindex); + get_model_parameters(e.playermodel, e.skin); if(get_model_parameters_sex == "Female") { makevectors(e.angles); @@ -664,7 +708,7 @@ float CheatCommand(float argc) END_CHEAT_FUNCTION(); } -void crosshair_trace_plusvisibletriggers(entity pl); +float Drag(entity e, float grab, float ischeat); void Drag_Begin(entity dragger, entity draggee, vector touchpoint); void Drag_Finish(entity dragger); float Drag_IsDraggable(entity draggee); @@ -682,58 +726,53 @@ float CheatFrame() { BEGIN_CHEAT_FUNCTION(); - if(Drag_IsDragging(self)) + // Dragging can be used as either a cheat, or a function for some objects. If sv_cheats is active, + // the cheat dragging is used (unlimited pickup range and any entity can be carried). If sv_cheats + // is disabled, normal dragging is used (limited pickup range and only dragable objects can be carried), + // grabbing itself no longer being accounted as cheating. + + switch(0) { - if(self.BUTTON_DRAG) - { - if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18) - { - Drag_MoveForward(self); - self.impulse = 0; - } - else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19) - { - Drag_MoveBackward(self); - self.impulse = 0; - } - else if(self.impulse >= 1 && self.impulse <= 9) + default: + if(self.maycheat || (gamestart_sv_cheats && autocvar_sv_cheats)) { - Drag_SetSpeed(self, self.impulse - 1); + // use cheat dragging if cheats are enabled + crosshair_trace_plusvisibletriggers(self); + Drag(trace_ent, TRUE, TRUE); } - else if(self.impulse == 14) + else { - Drag_SetSpeed(self, 9); - } + // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function + // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace. + // This also makes sure that an object can only pe picked up if in range, but does not get dropped if + // it goes out of range while slinging it around. - if(frametime) - Drag_Update(self); - } - else - { - Drag_Finish(self); - } - } - else - { - if(Drag_CanDrag(self)) - if(self.BUTTON_DRAG) - { + float drag; crosshair_trace_plusvisibletriggers(self); - if(trace_ent) - if(Drag_IsDraggable(trace_ent)) - switch(0) - { - default: - IS_CHEAT(0, 0, CHRAME_DRAG); - if(trace_ent.draggedby) - Drag_Finish(trace_ent.draggedby); - if(trace_ent.tag_entity) - detach_sameorigin(trace_ent); - Drag_Begin(self, trace_ent, trace_endpos); - DID_CHEAT(); - break; - } + if(vlen(self.origin - trace_ent.origin) <= autocvar_g_grab_range) + { + switch(trace_ent.grab) + { + case 0: // can't grab + break; + case 1: // owner can grab + if(trace_ent.owner == self || trace_ent.realowner == self) + drag = TRUE; + break; + case 2: // owner and team mates can grab + if(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self) || trace_ent.team == self.team) + drag = TRUE; + break; + case 3: // anyone can grab + drag = TRUE; + break; + default: + break; + } + } + Drag(trace_ent, drag, FALSE); // execute dragging } + break; } END_CHEAT_FUNCTION(); @@ -745,20 +784,72 @@ float CheatFrame() // ENTITY DRAGGING -void crosshair_trace_plusvisibletriggers(entity pl) +float Drag(entity e, float pick, float ischeat) { - entity first; - entity e; - first = findchainfloat(solid, SOLID_TRIGGER); + BEGIN_CHEAT_FUNCTION(); - for (e = first; e; e = e.chain) - if (e.model != "") - e.solid = SOLID_BSP; + // returns TRUE when an entity has been picked up + // If pick is TRUE, the object can also be picked up if it's not being held already + // If pick is FALSE, only keep dragging the object if it's already being held - crosshair_trace(pl); + switch(0) + { + default: + if(Drag_IsDragging(self)) + { + if(self.BUTTON_DRAG) + { + if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18) + { + Drag_MoveForward(self); + self.impulse = 0; + } + else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19) + { + Drag_MoveBackward(self); + self.impulse = 0; + } + else if(self.impulse >= 1 && self.impulse <= 9) + { + Drag_SetSpeed(self, self.impulse - 1); + } + else if(self.impulse == 14) + { + Drag_SetSpeed(self, 9); + } - for (e = first; e; e = e.chain) - e.solid = SOLID_TRIGGER; + if(frametime) + Drag_Update(self); + } + else + { + Drag_Finish(self); + } + } + else + { + if(Drag_CanDrag(self)) + if(self.BUTTON_DRAG && pick) + { + if(e) + if(Drag_IsDraggable(e)) + { + if(ischeat) + IS_CHEAT(0, 0, CHRAME_DRAG); + if(e.draggedby) + Drag_Finish(e.draggedby); + if(e.tag_entity) + detach_sameorigin(e); + Drag_Begin(self, e, trace_endpos); + if(ischeat) + DID_CHEAT(); + return TRUE; + } + } + } + break; + } + return FALSE; } // on dragger: @@ -829,6 +920,8 @@ void Drag_Finish(entity dragger) float Drag_IsDraggable(entity draggee) { // TODO add more checks for bad stuff here + if(draggee == world) + return FALSE; if(draggee.classname == "func_bobbing") return FALSE; if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps) @@ -937,11 +1030,6 @@ void Drag_MoveDrag(entity from, entity to) } } - - - - - void DragBox_Think() { if(self.aiment && self.enemy)